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Lightmapping with draw call batching

Discussion in 'General Graphics' started by alexisrabadan, Apr 22, 2018.

  1. alexisrabadan

    alexisrabadan

    Joined:
    Aug 26, 2014
    Posts:
    81
    After setting up a basic scene with a lightmap, I noticed the draw call count skyrocket to about 10x what it was. The frame debugger says that static batching can't be performed because the lightmap uvs for the objects are different. So I'm thinking there could be two solutions:

    Is there a workaround for this where I can pack the objects using the same UV coordinates? Like a packing tag or something?

    Can I have the objects bake their shadows into the scene but act like a non-lightmapped object at runtime?

    Or is there a different method to solve this?
     
  2. alexisrabadan

    alexisrabadan

    Joined:
    Aug 26, 2014
    Posts:
    81
    Solved: Issue was simply checking the frame debugger during edit mode. The draw calls display correctly when the game is running.
     
    theANMATOR2b likes this.