I created a urp project and used 3DObject->Textmeshpro to create Textmeshpro, and found that Textmeshpro text cannot be batched
If I create a default rendering pipeline and enable dynamic batching, Textmeshpro’s drawcalls can be batched
Does anyone know why?
Did you find a solution for this ?
Bump as I would like to know too. Surely Unity has fixed this but I tried 2022.3.10f1 with the latest TextMeshPro and same issue.
Same problem on 2022.3.17f1
It’s not a problem. If you’re using the scriptable render pipelines, don’t expect the same batching behavior, and also don’t expect the lack of batching to be as big a deal as the built-in pipeline.
And really, how many texts are you putting on the screen at once, where you think batching is important?
Well, I am putting exactly 41 texts on the screen. It’s a shame that it was working correctly for me in Unity 2021, and when switching to the 2022 version, it doesn’t work well.
I just found the solution, we need to enable Dynamic Batching, which is hidden in the 2022 version.
Here they explain how to activate it: