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DynamicBatching not working on Android

Discussion in 'Universal Render Pipeline' started by Stravenn, Oct 21, 2021.

  1. Stravenn

    Stravenn

    Joined:
    Jan 26, 2021
    Posts:
    3
    Hi there. We're developing a mobile game in URP, we're trying to activate the DynamicBatching setting in the Renderer Scriptable object(There's only one UniversalRenderPipelineAsset file btw). It works fine in the editor, dynamic batching is working, total DrawCall count is reduced, but when I try the project build in an Android device DynamicBatching is not working and DrawCall count spikes in the profiler. What could prevent the DynamicBatching from working in the Android devices (Tested on Multiple devices).

    Thanks in advance...
     
    harrybouch96 likes this.
  2. harrybouch96

    harrybouch96

    Joined:
    Feb 6, 2022
    Posts:
    5
    I'm having the same problem. Did you ever figure this out?
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,973
    Uncheck Automatic Graphics API for Android and make sure vulkan is at the top or the only one selected. This might help
     
  4. Macode

    Macode

    Joined:
    Nov 28, 2013
    Posts:
    38
    Did anyone find a solution? Unity 2022.1.3 URP is the same: Android won't reduce calls in the frame debugger.