# Draw Calls (606757)

**URL:** https://discussions.unity.com/t/draw-calls-606757/606757
**Category:** Graphics
**Created:** [November 26, 2015, 4:58pm UTC](https://discussions.unity.com/t/draw-calls-606757/606757 "2015-11-26T16:58:15Z")
**Posts on this page:** 5
**Page:** 1

<div class="post-metadata">

### Author: ![STK2015](https://avatars.discourse-cdn.com/v4/letter/s/d6d6ee/32.png) [@STK2015](https://discussions.unity.com/u/STK2015)
#### Post date: [November 26, 2015, 4:58pm UTC](https://discussions.unity.com/t/draw-calls-606757/606757/1 "2015-11-26T16:58:15Z")

</div>

Hi all I need some advice please 🙂

I have modeled a load of cars for a game I am making.  
[http://i65.tinypic.com/2vllg15.png](http://i65.tinypic.com/2vllg15.png)

and I have created a texture atlas and moved the UV`s around so all the cars are correct.  
[http://i63.tinypic.com/120jkmo.jpg](http://i63.tinypic.com/120jkmo.jpg)

I am still seeing for some reason in untiy with the lights off 10 batches.

8 of them batches are the cars the other 2 no idea.

But should I not be seeing only 3?.  
Why am I seeing so many draw calls when I have created a texture atlas? ☹

If you could help that would be great.

---

<div class="post-metadata">

### Author: ![STK2015](https://avatars.discourse-cdn.com/v4/letter/s/d6d6ee/32.png) [@STK2015](https://discussions.unity.com/u/STK2015)
#### Post date: [November 27, 2015, 9:55am UTC](https://discussions.unity.com/t/draw-calls-606757/606757/2 "2015-11-27T09:55:17Z")

</div>

No idea? ☹

---

<div class="post-metadata">

### Author: ![Shushustorm](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/shushustorm/32/308087_2.png) [@Shushustorm](https://discussions.unity.com/u/Shushustorm)
#### Post date: [November 27, 2015, 9:17pm UTC](https://discussions.unity.com/t/draw-calls-606757/606757/3 "2015-11-27T21:17:21Z")

</div>

Maybe I have to click some button for this that I didn’t find, but the screenshots’ resolutions are very low. Could you upload screenshots with higher resolution? Maybe directly to the forum?  
Also, you seem to think batching is a bad thing? Or did I misinterpret your post? If so: Batching is a good thing:

> **[Unity - Manual: Draw call batching](https://docs.unity3d.com/Manual/DrawCallBatching.html)**

---

<div class="post-metadata">

### Author: ![STK2015](https://avatars.discourse-cdn.com/v4/letter/s/d6d6ee/32.png) [@STK2015](https://discussions.unity.com/u/STK2015)
#### Post date: [November 30, 2015, 1:56pm UTC](https://discussions.unity.com/t/draw-calls-606757/606757/4 "2015-11-30T13:56:18Z")

</div>

hi thanks for replying

The problem I have is even though I have placed all the cars textures into an atlas now the draw calls are no different ☹

 ![](https://europe1.discourse-cdn.com/unity/original/4X/e/2/2/e22a559f2055387f320e982e328829f7408101e3.jpeg) ![](https://europe1.discourse-cdn.com/unity/original/4X/e/8/4/e8419284d24be4084c1a05b28f7db5d7e49c9e3b.jpeg)

thanks

---

<div class="post-metadata">

### Author: ![fffMalzbier](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/fffmalzbier/32/166694_2.png) [@fffMalzbier](https://discussions.unity.com/u/fffMalzbier)
#### Post date: [December 1, 2015, 10:21am UTC](https://discussions.unity.com/t/draw-calls-606757/606757/5 "2015-12-01T10:21:44Z")

</div>

Are you sure you are meeting all the requirements for batching???  
Unless you will have them static you are probably not gone get them batched.

> [@](#):
>
> **Dynamic Batching**  
> Unity can automatically batch moving objects into the same draw call if they share the same material and fulfill other criteria. Dynamic batching is done automatically and does not require any additional effort on your side.
> 
> Tips:
> 
> - Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.
> 
> - If your shader is using Vertex Position, Normal and single UV, then you can batch up to 300 verts; whereas if your shader is using Vertex Position, Normal, UV0, UV1 and Tangent, then only 180 verts.
> 
> - Please note: attribute count limit might be changed in future
> 
> - Generally, objects should be using the same transform scale.
> 
> - The exception is non-uniform scaled objects; if several objects all have different non-uniform scale then they can still be batched.
> 
> - Using different material instances - even if they are essentially the same - will make objects not batched together.
> 
> - Objects with lightmaps have additional renderer parameter: lightmap index and offset/scale into the lightmap. So generally dynamic lightmapped objects should point to exactly the same lightmap location to be batched.
> 
> - Multi-pass shaders will break batching. Almost all unity shaders supports several lights in forward rendering, effectively doing additional pass for them. The draw calls for “additional per-pixel lights” will not be batched.
> 
> - Objects that receive real-time shadows will not be batched.
