I am running Combined mesh on some normal instantiated cubes…
batching isnt working even though they are all in not important light and diffuse, and when i combine the parent gameobject, it is filled with as many CombinedMesh as there were cubes? each cube has its own combined mesh.normally there was one
what could be doing that?
answer - they have to use sharedMaterial or it instances all the objects.
it raises another odd question… the set renderer.material was in between if statement so it was not being applied unless i press a key, so even if they had no texture, all white, and renerer material had not run, it still made batching jammed just from the fact that it was in the code! if fixed combine and batch.