Game Object dynamic batching / instancing

Hi, we’re building a mostly dynamic world of separate objects, and trying to take advantage of dynamic batching and instancing.

When going through the frame debugger, it seems many objects aren’t batched with their predecessors when it seems like nothing else is different about the object.

If it’s not instanced because it’s a unique piece of geometry, but its material is set to gpu instancing, but it’s material is shared all over the place with other unique meshes, shouldn’t this dynamically batch?

I’m wondering if the order in which the game objects appear in the hierarchy matters for dynamic batching. Does that order matter?

Could somebody at Unity confirm whether or not the order in the hierarchy matters?