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I have multiple ParticleSystems with TextureSheetAnimation pointing to the same texture, using different offsets/rows to choose different textures.

They seem to batch with each other, but they're also being split by Unity into multiple batches in a strange manner.

Here's a Frame Debugger view:

enter image description here

These 4 Draw Dynamic are on the same atlas, using Mobile/ParticlesAdditive shader.

The reason of breaking batching is:

Objects have different batching keys. This is usually caused by using different vertex streams on ParticleSystems or by mixing Lines and Trails, or by mixing lit and unlit geometry.

All of the ParticleSystems have a simple setup, some Color Over Lifetime, some Velocity Over Lifetime etc.

The strange thing is that Unity breaks batching like it makes one batch, puts half of the stars and half of the smokes into that, and then, makes another batch from these two.

So they do batch, and the don't o.O

I couldn't find and help on the web about this issue. I'd be glad for help.

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