Hi!,
I have a custom editor, that adds objects to the scene when clicked in some parts.
Objects are created in a procedural fashion (they are just quads), here the code:
GameObject go=new GameObject("Perraca");
MeshRenderer r=go.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
r.material=mat;
Mesh m= new Mesh();
Vector3[] verts={new Vector3(0,0,10), new Vector3(0,10,10),new Vector3(10,10,10), new Vector3(10,0,10)};
m.vertices=verts;
int[] indices={0,1,2,2,3,0};
m.triangles=indices;
Vector2[] uv={new Vector3(0,0), new Vector3(0,1),new Vector3(1,1), new Vector3(1,0)};
m.uv=uv;
MeshFilter filter=go.AddComponent(typeof(MeshFilter)) as MeshFilter;
filter.mesh=m;
m is a material that you drag onto the available window slot. In my case it was just a Diffuse material. I was expenting this to batch, but each quad gets its won render call (stats say so). Could anybody see why?
Edited: Some more info. If I create 2 GameObjects from the GameObject menu (Plane Objects) and set its material to same than I used when creating the objects, it batch :S. Pretty odd. Could it be because the way mesh is creatd?.
Thanks in advance,
HexDump.