Dynamic batching broken in Unity 4?

Dynamic batching doesn’t seem to work as well in Unity 4.1.2 as it did in Unity 3.5.7. Is there something I need to do in Unity 4 to achieve the same results as in Unity 3? Have the parameters for batching changed?

I get 4 times as many draw calls in Unity 4 as in Unity 3 for the same scene.

Should I go back to Unity 3 or is there a way to make batching work equally well in Unity 4?
Or am I missing something?


If I split the objects that aren’t being batched in two then Unity 4 can batch all.

Has the number of vertices than can be batched decreased in Unity 4?

Does anyone have any information about this problem?

It may be that Unity 4 is just more accurately reporting the stats. The thing to pay most attention to is actual performance–regardless of what the stats say, is Unity 4 faster or slower?

–Eric

Slower.

Same problem here.
I have lots of small meshes (400 vertices, with only position and uv, no tangent, no vertex color) using the same simplest material. With Unity 3.5.7, all meshes are dynamically batched. When I have 60 meshes on screen I have only one draw call. But with Unity 4.2, there’is no more dynamic batching. I have 60 draw calls for 60 meshes and a big fps hit for mobile builds.

u might want to file a bug report so i dont have to end up dealing with this problem later :slight_smile:

any news about this problem? I’m having some issues with dynamic batching in my scene. I have some objects that are batched correctly while others not and I can’t figure out why. I tried to use the same shaders, models import settings, but some models seem to just not batch without reason :frowning: