** Context: **
I’ve been working on a top-down dungeon crawler for 6 months. All assets are tileable and I have quite big maps. Dynamic batching works perfectly smooth, but when I use Unity’s Beast lightmapping, all assets don’t make use of dynamic batching (obviously I guess as the lightmap texture is per asset) and drawcalls increase from roughly 20 to 300.
I intend to buy Unity Pro once I reach a higher development stage, and with it, I could use the static batching to batch the whole scene, but I’m afraid that would slow down the game, as the scenarios are quite big.
Question:
So, anyone has experience in this?
- Shall I use lightmaps and static batching?
- Or forget about the lightmaps and let Unity3D handle the objects with dynamic batching?
Thank you very much in advance.