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 ?