SOLUTION
Wow ***, Plane 2’s scale was something like 1.345353 weirdness on the x and y, when I changed that to 1 like Plane 1 and Plane 3 the 2 it batched fine, got this cleared up, did not know that scale affected draw calls.
END SOLUTION
Hey Guys!
Ik have been digging around in a model of mine, its fairly simple but still I am trying to figure out why it is using 2 draw calls. (I currently have 20 draw calls in my scene, when I turn the object i’m talking about off along with it’s children the draw calls go to 18.)
I use no lights in my scene.
It is a plane with an image, so no 3d mesh is present.
Object Structure:
Object → One script attached
Object/Object (Child) → mesh filter, mesh renderer with material “Material1”, animation with 1 animation.
Object/Object/Object1 (Child) → mesh filter, mesh renderer with material “Material1”.
Object/Object/Object2 (Child) → mesh filter, mesh renderer with material “Material1”.
Object/Object/Object3 (Child) → mesh filter, mesh renderer with material “Material1”.
As you see I only use one material on each object. The shader I use is: (it was written by Mathieu http://forum.unity3d.com/threads/15414-Fastest-shader-for-iPhone?p=123734&viewfull=1#post123734)
Shader "_SimplestTransShader" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
Category {
ZWrite Off
Alphatest Greater 0
Tags {Queue=Transparent}
Blend SrcAlpha OneMinusSrcAlpha
SubShader {
Pass {
Lighting Off
SetTexture [_MainTex]
{
constantColor [_Color]
Combine texture * constant, texture * constant
}
}
}
}
}
The texture used in that material is a 1024x512 RBGA 32bit texture
Bilinear filtering
advanced texture type
no mip maps
no normal map
override for iPhone
max size is 1024
texture format is RGBA 32 Bit
I really hope someone can explain to me why I have these 2 draw calls. Hope I made everything clear haha!
Thank you so much guys!
ps: what effect does the “static” checkbox has in Unity 3 iPhone Basic? Thank you!