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Why does Unity keep batching SetPass calls?

Discussion in 'Editor & General Support' started by Dark-Protocol, Mar 11, 2017.

  1. Dark-Protocol

    Dark-Protocol

    Joined:
    Nov 19, 2011
    Posts:
    279
    I have a project in which I have disabled both Static and Dynamic Batching. I also have a scene with a couple of cubes and spheres (10) all using the default material. The objects aren't marked as static but that shouldn't matter because static batching is disabled. I played the scene and opened the statistics rollout and I saw that even when batching is disabled, there are still 35 batches in the scene. I tried enabling the batching to see if something will change but no change - still got 35 batches on 10 objects.

    From reading the documentation, I would expect to see 0 batches and at least 10 SetPass calls (not counting the sky, etc.) but I get a total of 35 batches and 6 SetPass calls. So what am I missing? Why does Unity keep batching objects even when static and dynamic batching is disabled?
     
  2. Dark-Protocol

    Dark-Protocol

    Joined:
    Nov 19, 2011
    Posts:
    279
    So a month passed and I still haven't been able to figure this out. Does anyone have any idea on how to turn that automatic batching off?