Is this possible?
2d sprite, no lights, animated texture sheet. Can that be dynamically batched? How to set it up?
Situation is 200+ identical sprites on screen at once. Only variance is the transform.
Is this possible?
2d sprite, no lights, animated texture sheet. Can that be dynamically batched? How to set it up?
Situation is 200+ identical sprites on screen at once. Only variance is the transform.
For my situation original situation, I ended up using a static sprite, so its batching fine. If you don’t know what the rules are for batching, its really important to know for reducing draw calls:
For the look, I’m animating the rotation and tint with a coroutine on each instance which gives some variance which is nice. Additionally, I intend to incorporate the More Effective Coroutines free asset store package which will improve performance of all coroutines (fyi you need to code the coroutines slightly differently).
As for the original post, this works fine. Unity will batch your animated sprites the same way it batches your static ones. I’ve got a different sprite with an tiled sheet for animation, and multiple instances on screen generate only 1 draw call.