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Fair enough, I suspect NativeArray is the way to go then. Well, this is why I asked if StaticBatchingUtility is in fact the exact same pipeline...
I ran some quick tests, reusing the same test scenario from my first post. I've attached a package containing a quick test scene, a script that...
Just came to this thread after upgrading to 2022.2.7f1 and seeing some inexplicable color discrepancies in our game UI. It appears it is not just...
Yeah, for the record, that code there was to illustrate how even the most naive sorting implementation would improve upon the randomized ordering....
I ended up here after researching very similar symptoms. Crucially, just like sameng's minimal reproduction scenario, we were relying on a...
Good point. Could it be the increased CPU time is a bandwidth issue caused by having to (repeatedly) upload the much bigger blob of mesh data for...
Well, that's actually the strength of Unity's static batching (or rather: should *be* its strength, if it worked sensibly). Individual objects are...
Note, with static batching there's no real "batching" work going on at runtime. All batched meshes are generated at build time. So apart from the...
I've never looked into how instanced rendering is grouped together, but I'd be surprised if it somehow passes through this same API. (Unless...
Well... Let me just say... Thank you. While, we're at it... Any more info about the spatial sort? Is the size at all configurable? Not that it...
I feel compelled to add, though, that under the current circumstances, rendering order inside your 'separated lists' is still maximally...
I have no reason to suspect it isn't still relevant, but I imagine (and vaguely know) that the SRP Batcher might counteract the effect to some...
Sweet - nice work. (I mean... the way the "patch" works is right out of Satan's playbook, but it's good enough for diagnosing the issue. :p) I...
Hey. Any news on this? Here's a picture just from today to illustrate the issue again. Note how the various paint buckets are broken into a bunch...
Thanks for the input! Good call - that static normal mapped issue has affected us in the past as well, but nowhere near as much as the issue...
I've wondered if perhaps instance ID in those ancient days was less of a random value. Would explain how this "got broken under the radar". That...
Ugh, wish I had discovered that post before. Did a lot of googling (and headscratching) but didn't come across it. Anywho: the analysis made in...
Well, yes, my main motivation in pointing this out is that (in certain scenarios) this seemingly trivial fix might have a bigger impact on...
These are both good observations. Yes, we too have our own batching solutions up to a point and both of the tricks you mention here are part of...
Because I forgot to attach the project on the first post.