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

I have an object made up of two meshes and two different materials:

  • Mesh 1 is made up of 119 verts/113 tris with 2 submeshes, while Mesh 2 is made up of 71 verts/65 tris.
  • Mesh 1 uses Material 1 and Material 2, while Mesh 2 only uses Material 1 (sharing that same material with Mesh 1)

Okay, here's what I don't get at all. These two meshes make up a more 'complete' object. Everytime I duplicate this more complete object, my draw call ramps up to 3. Why is that? What I would expect is that the draw call ramp up to 3 (or possibly just 2) just once even if I have 10 of these low poly objects as long as one (and atleast one) instance of this object is in the screen.

How does UNITY 3 ramp up the draw call in this case anyway?

Dreamora responded to a similar question I posted on the boards:

http://forum.unity3d.com/threads/63873-Small-Vert-Tris-count-still-generating-more-draw-calls-than-expected?p=408177&posted=1#post408177

Unfortunately, I had to learn the grim truth (and just now), that Unity 3 does not batch skinned meshes anymore.