Still on my drive to get to the bottom of batching!
I have set up an entirely clean scene, made sure everything is importing at the right scale, and built a scene with a sizable number of objects in it which all use the same mesh and material.
When I look at the object’s mesh in the library, it reports being 196 verts and 182 triangles. The texture I’ve put on it is one of the fast iPhone shaders, which is flat, unlit, uncoloured.
I’ve put 10 of the objects into the scene, with NOTHING else.
The stats I’m getting are:
Draw Calls 6, Batched 8
I can’t really work out how this fits together. Surely if there are 10 cars, there’d be 10 draw-calls, batched into however many Unity sees fit, meaning the batched total would be less than the expected total of draw-calls?
In other words, 10 objects = 10 draw calls. If it can only fit say 2 objects into each draw call, the batched total would be 5, surely?
Replacing it with a box wouldn’t serve the purpose, to be honest. There’s nothing to see other than the stuff I’ve mentioned here. The material is a one texture material with a flat shader, the model is 196 verts (reported in the Unity importer - NOT 3DS Max) and 182 tris with UV’s. There are 10 of them in the scene, with no scripts, no visual effects, nothing. The only other thing in the scene is the main camera.
I’d upload a scene if I thought it would help, but this is so bare bones, it’s not as if I’m doing anything wrong - just trying to get an understanding of how batching is working.
Moonjump is right on spot
Batched count is: the number of draw calls that were actually part of some batch instead of being issued one-by-one
also, if you are looking at the editor - you can have stuff like one more draw call for deferred resolve (if you use deferred path)
why it does not batch everything - good question i don’t have any idea right away 8) bug report it with repro and drop case number - i will look into it
No - nothing. After our big discussions on the other thread, I was attempting to understand the batching process 100%, so the scene is nothing to do with my game (other than using one of the assets from it). Process was - import model, place model in scene (in line of sight of camera), set shader on material (which contains a singular texture) to a flat shader, so as simple as it can be, then duplicate the model 10 times and look at the results. No scripts, no colliders, no rigidbodies, nothing.