How to batch Material of imported .fbx model?

Hey there guys!

So for now we’re using Unity to work on our 2D game but just for fun I wanted to try something 3D-ish in my free time.
So I grabbed my girlfriends laptop, started Cinema 4D and (let’s say) modelled something small, in fact you can have a look here:

https://www.dropbox.com/s/9o1w2qcg8kfrhh1/LPTree.fbx

My Export-Settings (.FBX) looked like this:

So, I dragged and dropped the File in my Asset-Folder and placed it on the scene.
The Model has only two materials (I used the Diffuse-Shader). Everytime I duplicated the tree, the Draw-Calls got higher, too.

I know from my 2D-Workflow I can use a Texture-Atlas for my Sprites in order to batch sprites.
How does that work exactly with 3D Models and materials?

I already did some research on this topic and found out that there are indeed some conditions which have to be met, like:

  • not using a Skinned Mesh Renderer
  • having a Tris-Count over 300

Looking at the latter I saw in my fbx-Prefab that the model is divided in two parts, the tree top and the tree trunk and only together they get over 300 tris.
But then I modelled a “high poly”-version with Tris combined over 2000, but that didn’t help.

I also tried to flag the objects in the Inspector as “Static”, but no effect.

Where my Export-Settings wrong? Did I miss something?

Bump.

To begin with, perhaps you have batching disabled in your player settings.
Then, if you have static checked then the 300 tris condition does not apply since it is only for dynamic batching. However, for static batching to work you must start the game since the batching is done in real time.

Thanks for the reply!

Dynamic Batching is set to active in the Settings. Deactivated and activated it again, still didn’t work.

Ah, I see, well I guess static batching won’t work anyway, I totally forgot it’s a Pro Feature…

Sorry, I didn’t realize you were using the Free version. That explains a lot. :slight_smile:

Does that mean I can’t batch it at all?