In blender I created a 3d model and added a very basic animation to it (it’s a bird where the wings flap).
In my Unity game I might have this bird 10 times in the background. Currently I am seeing that even though all these birds are the same 3d model and all use the exact same material, they are not batched together. I see my “batches” go up by 10 when they are on the screen (and I see this in the frame inspector).
Is there a way to make these all get drawn in 1 draw call/batch? Or is that not possible because it is an animation?
Unity does have dynamic batching for moving objects, but there are specific criteria for it. I didn’t see mention of animations as being a disqualifier, but unless your birbs are really low-poly, I’m not sure it matters.
Adding 10 draw calls isn’t disastrous, but it’s definitely something to be aware of. If you need massive flocks of birds, you may want to look into leveraging DOTS/ECS, though that’s not a small step to make.
still nothing of this is ready for production , so how unity expect we do something on it if is not ready. im not going to experiment with 10 years of my life for just batch some 3d animations so we can batch them or even gpu instance them. this is pretty sick at this point. basically means no humanoid animators or animations for hdrp. i think this is more important then the whole ecs /dots system we just want to batch skinned meshes thats all we want xD