Crazy batches count (500) on a small 2D map

Hello, I have a 2D map consist of static tiles with no lightning from single sprite sheet.
Only map (withot canvas, post-processing, buildings) gives ~450 batches.




What does the Frame Debugger show as the reason the batch breaks?
Are you setting Material Property Blocks or modifying the material at all?

Based on the screenshots above, its likely using SRP-Batcher.
SRP-Batcher optimizes CPU cost of setting up the draw-call (setting shaders, properties etc..) and differs from how Dynamic-Batching functions.
Even though its a single SRP-Batch, the count above refers to draw-calls which will differ for Dynamic-Batching. Depending on the use-case you may toggle on/off SRP-Batcher.

Hi!
As suggested by CorgiCabal could you provide a frame-debugger screenshot with one of the hex tile selected? You should see if the batch is efficient or not