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Bug textmeshpro cannot be batched in urp

Discussion in 'UGUI & TextMesh Pro' started by meichen8050753, Nov 9, 2022.

  1. meichen8050753

    meichen8050753

    Joined:
    Jan 16, 2017
    Posts:
    37
    I created a urp project and used 3DObject->Textmeshpro to create Textmeshpro, and found that Textmeshpro text cannot be batched
    If I create a default rendering pipeline and enable dynamic batching, Textmeshpro's drawcalls can be batched
    Does anyone know why?
    upload_2022-11-9_20-37-42.png
     
  2. DonCornholio

    DonCornholio

    Joined:
    Feb 27, 2017
    Posts:
    92
    Did you find a solution for this ?
     
  3. Immersive-Matthew

    Immersive-Matthew

    Joined:
    Mar 24, 2020
    Posts:
    137
    Bump as I would like to know too. Surely Unity has fixed this but I tried 2022.3.10f1 with the latest TextMeshPro and same issue.
     
  4. Enrique48k

    Enrique48k

    Joined:
    Apr 30, 2019
    Posts:
    10
    Same problem on 2022.3.17f1
     
  5. halley

    halley

    Joined:
    Aug 26, 2013
    Posts:
    2,363
    It's not a problem. If you're using the scriptable render pipelines, don't expect the same batching behavior, and also don't expect the lack of batching to be as big a deal as the built-in pipeline.

    And really, how many texts are you putting on the screen at once, where you think batching is important?
     
  6. Enrique48k

    Enrique48k

    Joined:
    Apr 30, 2019
    Posts:
    10
    Well, I am putting exactly 41 texts on the screen. It's a shame that it was working correctly for me in Unity 2021, and when switching to the 2022 version, it doesn't work well.
     
  7. Enrique48k

    Enrique48k

    Joined:
    Apr 30, 2019
    Posts:
    10
    CodeRonnie likes this.