The particle system is not support dynamic batch sprite in unity 2018.4.0f1 LTS.

The new version of unity disable the support for sprite dynamic batch for particle system.

But all of our particle system is base on using the sprite. We pack all shared textures as sprites into one large atlas to reduce draw call. Now we have to redesign all of our particle system, or we have a big problem when upgrade to LTS version.

I hope unity could support it.

From: The particle system material is not support animation any more?

Can you show us the Draw Call and Set Pass calls from before and after this change, and a difference in milliseconds per frame that you are experiencing in a representative scene?

(It would be even better if you had numbers from a platform profiler for conmparing draw call counts and milliseconds per frame, rather than the unity profiler.)

A change of plan - i think we will be re-enabling batching of particle sprites in 2018.4, because the reason for disabling it didn’t fully fix the issue it was intended to fix.

To be clear though - I don’t think there will be any performance difference with or without the change: The SetPass and Draw Call counts will be the same in both cases.

Thank you for this fix. We will do more deep test between the two version.
Is this change merged into the 2018.4.1f1? I am testing and seems not included.

No it’s not in a patch yet. It’s going to be at least a couple of weeks.

Hi Richard, do you have any feedback from the QA when the update to the batch sprite fix will be released? Unfortunately the sprites in the “Texture Sheet Animation” module with the Unity 2018.4.3 version are still not batched. Thank you in advance!

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Hey, i found out today that it’s landed in 2018.4.4

Awesome! Thanks for the good news and keep up the great work!

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