beast breaks batching

I noticed beast breaks batching and am looking for a workaround.

Here is the scenario: I set all objects static, bake the lighting then set them back to non static and prefab them The idea here is to use beast to light individual buildings where I don't really care about their inter-bouncing Now before baking, the buildings were non static and only caused 1 draw call because they all shared the same material and texture atlas. After baking, I switched them back to non-static and now 20 draw calls !

here is the project http://www.4shared.com/file/iTTydFWO/beast_breaks_batching.html

1 Answer

1

http://forum.unity3d.com/threads/78850-Why-does-lightmapping-stop-dynamic-batching-from-working

What happens is, when something has been lightmapped, and then made not static, its lightmap atlas tiling and offset values change. You need to manually set them to be 1 and 0 again, even though they're worthless at that point. It's a horrible bug, but they know about it, judging from that thread.