I’m making a mobile game for Android that constantly has 50-100 cloned prefabs on screen at once. I read the documentation on getting dynamic batching to work and my objects that I want to batch are all well within the guidelines, but they won’t batch. The materials are shared, they’re not scaled, under 450 vertices, simple mobile shaders, etc.
I found I could get the batching to work if I replaced the mesh with a cube and realized that maybe the problem was my mesh had too many vertices. So I started reducing verts in the modeling program to see how low I need to get it and I found the magic number was 128!
This was with no other changes, just deleting verts in the original model and exporting. When I changed the model it would go from batching to not and back again even while the game was still running.
I was also able to get slightly different results with a few different shaders, but none of the shaders (not even the mobile/unlit shader) could batch with more than 180 vertices. This is way too low, there needs to be a better way.
So is there a shader out there that can put a basic texture on a mesh with under 450 verts (or at least 300) and hopefully also a specular level and still batch? Is there something else I’m missing? Or am I asking for too much and I should just expect the 100+ draw calls this causes?