Draw call issue - need help please=(

I’m currently doing some of the simple models and artwork for a math game being built for ipad 1 and ipad 2… now onto the issue… I don’t have any knowledge in Unity, as I’m only building the models, but we’re having a issue that really needs some addressing.

I’m using maya to create the models
A few days ago, I created a group of number bars from 1-20, each bar, the corresponding length of units (1-20). Each bar was simply a polygon cube, with its length stretched out to the needed length. So each bar was 12 polygons, but varying lengths… I created a texture atlas for them so they all shared the same map. Placed a center pivot point on each bar and named them according to their number and color for the texture. I exported this fbx, and once in unity, this group of 20 bars was only 1 draw call.
This works perfectly.

Now I have to do something similar, but with beads. The thing with the beads, is that they are also in groups of varying lengths, but are measured by the amount of beads in each group (if that makes sense). Here is an image of what I mean:

The I’m naming the beads the same way (example: black1…black5white1) depending on their colors. They all share the same texture map as well… Each row of beads has its own pivot point and is a single object. When I export this, and the fbx is put in Unity, instead of 1 single draw call like the bars, this has 9 draw calls (1 for each row)… We need for it to be like bars, with 1 single draw call for performance. So simply, what am I doing wrong? Is there any fix for this, or how can I get it to work the same way as the bars?

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Are you changing the scale of the objects? If so that can break batching, check out this question maybe it will help: