Reducing Draw Calls on Atlas'd Sprites?

Hi guys, I’m trying to get my sprites to batch to save on a lot of draw calls however I need some help as it doesn’t seem like it’s doing it.
I have a character which is made up of about 10 sprites… e.g. one for upper arm, one for lower arm, one for head etc etc… these have all come from the same sprite sheet - atlas’d within Unity.
I have set all the character’s sprites to ‘static’ as they all from the same sheet - however, when I run the game - the “saved by batching” stat is 0.
The sprites are all part of the same sorting layer (a new layer called ‘Player’) and ‘order in layer’ is different for each sprite. I changed a few to be the same number in the ‘order in layer’ to see if that would have any effect, based on something I read in another thread, but that still came back with 0.
Am I missing something? Help is much appreciated.

First, don’t set the character to be static, because I don’t think there is going to be no movement!

Did you enable the sprite packer to make sure the atlas was actually generated when you tested it?
http://docs.unity3d.com/Manual/SpritePacker.html

Hi Dantus, thanks for the reply! I have Sprite Packer enabled although Windows > Sprite Packer is greyed out and unselectable so I’m going to assume this is a Unity Pro feature. Is there anything that can be done in Unity free?

The linked page explains how to enable it.