I’ve been trying out Unity 4 with a trial.
The dynamic batching in the editor, which was running at a negligible performance cost in Unity 3.5, is now suddenly taking up 93% of the CPU (at 66 milliseconds and 82% self) and the game drops below 15fps.
(In the profiler it lists this as meshrenderer.renderdynamicbatch. Turning Dynamic Batching on and off in settings turns the performance sucking on and off)
There are about 130 drawcalls in the scene with 200 batched drawcalls. There are only 2.6K tris or so with 4.2K verts. The scene is mostly made up of tiles that are quads (it is a 2D tile based game).
This only happens in the editor. It seems fine in a build.
Has anyone else experienced this or knows why this would happen?