Is it possible to get sprites from the same spritesheet and same material (SpritesDefault) to batch together when SpriteA uses a SpriteRenderer and SpriteB uses an Individual Mode Isometric Tilemap? The Frame Debugger reports that the batch breaks due to different “objects have different MaterialPropertyBlock set” but are otherwise identical.
Is there a way get the SpriteRenderer to match the Tilemap or vice versa? What is different about rendering through SpriteRenderer and TilemapRenderer which causes a different MaterialPropertyBlock?
If possible, I’d be able to achieve a single batch for walls (Tilemap) and characters (SpriteRenderer), which would be a big gain.
From memory (double check the release notes if very important), I think this was fixed for 2019.4ish or 2020.1. However for the case where secondary textures are also in use, that was fixed in 2020.2ish.
If that doesn’t match what you’re experiencing, perhaps there’s some other bug.