Combine Dynamic Objects?

Ok so I’m working on a survival game and I have a bunch of different enemies and a lot of enemies on screen, anyway I was going to use dynamic batching (as my enemies are fairly simple, I think around 100-200 vertices each) so I went about making a texture atlas and everything, only to find that dynamic batching doesn’t work. So is there some other way to achieve this? Thanks.

Well I found the mesh merger script (don’t know how well it will work) but I ran into a problem. The mesh filter is not on the normal children, its deeper in the armatures of them, is there some way to check all of the sub-children also for mesh filters?

Well just figured out its not going to work as I’m using skinned mesh renderers not mesh filters (don’t know what I was thinking). Is there anything that works for skinned mesh renderers or will that not work at all?

EDIT: Just figured out what I’m gonna do, I’m going to combine them all in Blender so that they all are one mesh but each have different armatures (bones), and then just parent there bones to an empty gameobject to control them each separately, and yet still keep them at one drawcall.

if your meshes are UV mapped using the same texture atlas, they will be dynamically batched.

i dont think you need the mesh merger to do that!

I thought they would be to, but sadly it is not the case. I thought maybe because they were different meshes but alas even objects of the exact same mesh and material and everything don’t dynamically batch, and I can’t figure out why, so my only option is to have either 20-25 drawcalls or combine them all into about 1-2 or about 6 if I only combine each of the types of enemies.

EDIT: Seems as though combining the meshes fails when they are being animated by multiple armatures.

Are they all the same Scale? There are a few reasons for dynamic batching breaking.

I read about that so I went to make sure, the different types of enemies aren’t the same scale but enemies of the same type are and even they don’t batch.

EDIT: Reading more topics it appears that unity doesn’t batch skinned mesh renderers.