Dynamic Batching with Instantiated Prefabs NOT working.

I have used google, and I have done as much research as I can on my own, so as a last resort, I thought I would post this, and see if anyone has an answer to this batching issue.

I am working on a PC, I plan to distribute for Android. I am using Unity version 3.5.7f6.

I have Rendering Path set to ‘Vertex Lit’.
Every object in the scene uses one single material, applied in the editor.
Every object is instantiated via GameObject.Instantiate( prefabVariable, position, rotation );
Every object definition exists within the editor at runtime (no Resource Loading).
The material is using the default Mobile-VertexLit shader.
There are no lights in the scene, the ambient is set to 255,255,255.
All objects are scale 1,1,1
All objects are using their native 3ds Max UV coordinates.

For the life of me, I can’t understand why this scene (attached image) has more than one draw call.

This long thread might be useful:

http://forum.unity3d.com/threads/102739-How-to-get-Dynamic-Batching-to-work

I just got done reading that before posting, and I am doing everything it mentions. Maybe I am just confused about the relationship between draw calls and batching.

I have seen youtube videos of people getting only a single draw call because they are using a texture atlas. I thought that by using a single texture and material, my draw calls would be only 1 for everything that uses the same material.

I don’t know if it will help determine my issue, but here is a web player example of what I am doing.

http://bunzaga.com/roguelike-3d-dungeon-prototype/

When the game starts, all that exists in the scene is the player (1 texture, 2 materials), and the camera + spot light. I dynamically generate the tile and walls. The tiles and walls are all using the same texture, same material, and are created via prefabs. Isn’t there a way to get them all to have 1 draw call?

I tried removing the player mesh and the light, etc. I still get between 18-50+ draw calls for the walls and tile pieces. :frowning: