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Up and Coming
December 12, 2014

Batching draw calls with Android SDK

Running into an issue I've never encountered with draw call batching. In anticipation of GearVR, I got my game down to ~40 draw calls and ~70k tris. When I loaded it onto GearVR the first time, it was very slow, so I connected the remote profiler, and the remote profiler is reporting that I'm around 500 draw calls.

Any idea why the draw calls would not be batching only when running on Android? Could there be a texture compression issue or something?
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    2 replies

    Inspiring
    December 12, 2014
    I'm going to guess that this is because you don't have the Android Pro add-on license for Unity. :-\
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    Up and Coming
    December 12, 2014
    Actually, I do have Android Pro! I checked to make sure dynamic batching was enabled as well - should've mentioned that.

    I've done a little more investigating and it looks like it might be caused by my implementation of batching stuff - I'm using NGUI Atlases for the textures. Switching similar objects to their own materials actually reduced draw calls, so it looks like the NGUI stuff isn't batching at all on Android.
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