Static Batching confusing

Hi there, I thought I understood static batching, but now I got a Problem.

First of all: I have 1 Texture(png, 512x1024), which contains 8x16 images. (they are aligned in a grid)

I have 2 Cubes:
Cube1 Cube 2

both use the same texture, but different tiling(therefore each cube-type has a seperate (shared)material), to get the square they need out of it. (both have “static” checked)

These cubes do not move in-game, but I build my level out of these cubes, so I have to move them independently in Editor.

I dont need to reduce it to 1 drawcall.

I would be fine with “1 drawcall per Cube-type”

like: 23x cube1, 4x cube2 → 2 drawcalls.

It seemed to work, but sometimes I can create 20 cubes of type 1, and another 20 of type 2, but moving some to specific places, destroys batching :frowning:

Can somebody explain this ? (see images below)
(3x cube1, 1x cube2) → 2 drawcalls


(3x cube1, 2x cube2) → 4 drawcalls

Make sure that your tests are being done with a simple shader such as Unlit/Texture or Unlit/Transparent.

I indeed use “unlit/transparent” :confused: