I need to make many instances of a prefab on screen.
I need to dynamically batch them to reduce draw calls.
The 900 vert limit is means they aesthetic quality is poor.
Is there much performance impact for IOS if I split the object into two meshes each within the 900 vert limit, sharing a material so they are still dynamically batched?
batching single mesh < 900 vert objs work great for all device. But for the current project im working on for iphone 5 its too slow to use the split-mesh-then-batch technique. i think its just too many tris for the device. so basically you can increase tris and have them batch with the technique but its too many tris anyway.