Trying out the new Unity 3 and am super impressed. Question: dynamic batching. I have a bunch of asteroids (29 verts) in my scene that have the same mesh and material, just scaled to different, random amounts. If I take out the scaling, they’re all batched (sweet!) but if I put it back in, each asteroid gets its own draw call (boo). Is this what you’d expect?
// NOTE that changing the scale disables dynamic batching
var scaleFactor = Random.Range(minScale,maxScale);
asteroid.localScale = new Vector3( scaleFactor, scaleFactor, scaleFactor );
To make the issue easy to see, I’ve uploaded a project folder. The project contains a script AsteroidFieldGenerator with two commented blocks. Uncomment them and watch the drawcalls leap.