I posted a question on Unity Answers, but there haven't been any answers, so I thought I'd post here as well in case it hits a wider audience. Question on UA: http://unity3d.qatohost.com/questions/241093/dynamic-batching.html To summarize what's there: I've got a simple RTS game where the "terrain" is a bunch of grid cells, where each cell is a 4-vertex plane. So a 30x30 grid uses 900 planes. When I'm drawing only the terrain, it all gets batched into a single draw call, exactly as expected. The structures in the game are all low-vertex models (the most complex being 117 vertices), and all use the same material as the terrain planes. When I draw only the structures, they all get batched into a single draw call. Again, exactly as expected. However, when I'm drawing both the structures and the "terrain", I get over 400 draw calls. Everything I can find related to dynamic batching doesn't work, so I'm not sure what's causing the problem. - Everything is scaled (1,1,1) - The materials on the objects aren't instances - The material uses a single-pass, unlit shader with no transparency. It uses vertex colors to tint a texture. - There are no lights in the scene. - Using the Forward or Vertex Lit rendering path doesn't make a difference. (I'm using the free version of Unity) - All the Mesh Filters and Mesh Renderers are in the same layer (does this even matter? Did I misread something to make me think it might?) My other question also describes some weirdness I'm seeing where the relative position of the objects to each other affects the number of draw calls, and I'm not sure why that makes a difference or how to fix it. I'd really appreciate any help anyone could provide.