Hi there.
I’m trying to use a MeshRenderer to render a sprite from a SpriteRenderer atlas (I want to customize the geometry for a special effect). I’ve got it working by making the MeshRenderer copy a SpriteRenderer’s sharedMaterial and copying over its MaterialPropertyBlock with GetPropertyBlock()/SetPropertyBlock().
That seems to work fine, except that the MeshRenderer doesn’t get batched with the SpriteRenderers in the scene that use the same atlas. Is that to be expected, or am I doing something wrong that is preventing batching from working?