So im looking at my level and checking the status bar on how much Draw Calls my level is doing, which should be 1 drawcall and tons of batching because everything in the level is using the same material. But when I check it says 35 drawcalls. So that puzzled me, I went to test how that happens by hiding each gameobject one by one. I find the culprit gameobjects and I didnt understand why. Then I noticed that if a added a similar gameobject to the scene it doesnt raise drawcalls, but then I put the gameobject in the same position as the culprit gameobject and then drawcalls increase. Why is that? I keep seeing problems about batching that puzzle me everyday, the only restrictions I know are:
This only works until you hit 300 tris for the material. If you have several cubes with the default material in an empty scene, if the total triangle count of the cubes is above 300, it will create a new draw call.
thats incorrect.
Where the batching stops depends on the hardware (ie when the tradoff for batching costs more performance than not doing so)
the 300 verts max though is not 300 verts per se, but 300 verts with default setup so 300 verts with position, 1 UV, normal. if you add a second UV channel (-> lightmap data and alike) or have the tangent also, the number drops to less than 300