Dynamic batching does not occur (as shown by xcode profiler), but occurs in editor.

I'm using Unity3.2 iOS Pro Trial.

In the scene, there are only 3 primitive cubes(VertexLit shader), 1 camera, 0 lights. A script with only a GUI.Label function to render text on screen is attached to camera.

The editor stat window shows all 3 cubes are batched dynamically. But after choosing OPENGLES2.0, ios sdk 4.2 to build the game into iphone, the xcode internal profiler says nothing are batched.

After I remove that GUI.Label script and build again, the xcode internal profiler indicates all cubes are batched.

(When building with OPENGLES1.0, dynamic batching always occurs no matter that GUI script is attached to scene or not)

For your reference, this is the script that i attached to scene:

////////////////////////////////

using UnityEngine; using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

void OnGUI(){
    GUI.Label(new Rect(100,8,30,30),"123");
}

} ////////////////////////////////

Is Unity going to fix this?