Small Vert/Tris count still generating more draw calls than expected

Hi all,

I recently posted this question in Unity Answers. Well, if it’s not too much of a problem, I’ll also post it here to reach out to a broader spectrum of idea-generating sites :o (much like going multiplat… lol)

Anyhoo…

We have a 3D sprite-based object that is made up of only mesh. The object has less than 300 verts and tris and uses only one material. Animation is done outside Unity. The draw call generated by duplicating each has now lessened to 1 (compared to 3 earlier), BUT it is still generating that one extra draw call per duplicate. Any ideas on why this is happening? considering that these objects are well below the vert limit and sharing the same material. Has it got anything to do with the fact that we’re animating with bones?

Thanks for any ideas.

  • Dendro

skinned objects don’t batch anymore in U3

:expressionless:

… oh, no.

I might have missed that in the documents or something. Do you know where I could read up on that particular info? Thanks for the straight answer dreamora.

Changelog of the U3 beta.

But its not as bad as it might sound cause in U3 the drawcall number has not nearly the same impact as on Unity iPhone 1.x, already prior to having batching in the beta, U3 outperformed Unity iPhone 1.x :wink: