Frame Debug optimisation: A submesh has more than 300 vertices

Hi,

I’m trying to optimise the scene and when I go to the frame debugger, I get this message a lot in the “Why
this draw call cannot be batched with previous one”:

A submesh we are trying to dynamic-batch has more than 300 vertices

Can anybody explain what is this all about?

P.S. I’m using I’m using Unity 2018.1.8f1

Thank you!

dynamic batching is only applied for meshes with less than 300 vertices