Unity and strange batching process

hi…
I was very happy to know that unity has a built-in batching process in order to combine meshes with same materials into 1 draw call instead of combing them into one big mesh in 3rd party applications and applying the material which would make the occlusion culling incompetent.

But unfortunately in most of the cases Unity won’t seem to like some meshes with the same materials and therefore adds an extra batch to one of them…

I searched a lot but it seems no one came up with a straight forward answer and the reason why…

these are the same related problems:
Batching problem when using multiple materials in one model;
Batching problem: Poor forest tiles don’t batch

According to Unity Documentation, checking the static flag for static objects with same materials would result in 1 drawcall… is there sth wrong with unity itself ?

I finally came up with a solution. Thanks to Jessy… and I was right… Unity batching behavior IS strange. the problem was the distance :open_mouth:

on one hand it’s the shader thing, on the other hand it’s the matter of distance and messin up with renderer path HAS its own specific effect on batching and drawcalls…

It’s such a shame that Unity documentation is poorly illustrated in most parts. It took me a full 3 days to plough unity web site and other sites to find out the batching distance issue. at least they could explain this in a nutshell that distance and shaders have their own effects on batching and drawcalls…
Thx…