Im not sure what the deal is here, but the only way i have successfully gotten Dynmic batching to work , is with NONE - ZERO lights in a scene , and self illuminated shader. This just doesnt seem right to me.
What the exact deal with dynamic batching , the documentation is very very vague and just says requires no extra effort, as long as under 300 vertices. Can anyone shed some light on this for me please, Haha , funny.
Im also aware that certain shaders cause vertex double , trippling even in some cases… but a simple diffuse shader and a bunch of Non Important (to my understanding spheric harmonic* lights, should batching still work? I have no lights except these unimportant lights …
are you using forward rendering?
http://forum.unity3d.com/threads/102739-How-to-get-Dynamic-Batching-to-work
this is a good link where dreamora goes through a bunch of stuff that can break dynamic batching. hopefully it helps you out.
Hmm yea it seems to have been establieshd that it works great in Vertex lit mode , and not so great in other modes. Thanks for the thread :P.
Actually , there appears to be more to the story than this though, cause not even vertex lit is garunteed to work. For eg : if i remove all the SH (unimportant lights ) things are batching correctly. But as soon as i add in lights , boom no more batching.
almost seems like Dynamic batching is so limited - its almost useless outside of a tiny scope of use.