I want to improve my understanding of dynamic draw call batching. For my game the situation is as such:
I’ve up to 800 small moving UI objects (images) on the screen, coming (randomly) from 10 prefabs (they only differ in texture). If I keep the textures separate, I got around 400 draw calls in the profiler. So there is some batching depending on texture. But I would expect around 800/10= 80 draw calls, one draw call for each texture, not 400.
The same is true when combining the textures (using same packing tag). Draw calls are greatly reduced, but not to 1, like you might expect it.
In the profiler, “(Dynamic Batching) Batched Draw Calls” is always 0, so no info here.
Can someone give me an idea what’s going on here?
Thanks so far!