This project demonstrates different cases when Unity has to break a batch while rendering.
Best used with Unity 5.6b4+ where the Frame Debugger window shows why Unity had to start a new batch.
- Additional Vertex Streams — the object has additional vertex streams set using MeshRenderer.additionalVertexStreams.
- Deferred Objects on Different Lighting Layers — the object is on a different light layer.
- Deferred Objects Split by Shadow Distance — one of the objects is within shadow distance, the other one is not.
- Different Combined Meshes — the object belongs to another combined static mesh.
- Different Custom Properties — the object has a different MaterialProperyBlock set.
- Different Lights — the object is affected by a different forward light.
- Different Materials — the object has a different material.
- Different Reflection Probes — the object is affected by a different reflection probe.
- Different Shadow Caster Hash — the objects either have different shadow caster shaders, or have different shader properties / keywords that affect the output of the shadow caster pass.
- Different Shadow Receiving Settings — the objects either have different "Receive Shadows" settings, or some objects are within the shadow distance, while some other objects are not.
- Different Static Batching Flags — the object has different static batching settings.
- Dynamic Batching Disabled to Avoid Z-Fighting — dynamic batching is turned off in Player Settings or disabled temporarily in the current context to avoid z-fighting.
- Instancing Different Geometries — rendering different meshes or sub-meshes with GPU instancing.
- Lightmapped Objects — the object uses a different light map or has different light map uv transformations within the same light map.
- Lightprobe Affected Objects — the object is affected by different light probes.
- Mixed Sided Mode Shadow Casters — objects have different "Cast Shadows" settings.
- Multipass — the object is using a multi-pass shader.
- Multiple Forward Lights — the object is affected by multiple forward lights.
- Non-instanceable Property Set — non-instanced properties are set for an instanced shader.
- Odd Negative Scaling — the object has odd negative scaling (e.g. (1, -1, 1)).
- Shader Disables Batching — the shader explicitly disables batching with the "DisableBatching" tag.
- Too Many Indices in Dynamic Batch — there are too many indices (more than 32k) in a dynamic batch.
- Too Many Indices in Static Batch — there are too many indices in the combined mesh of a static batch. The limit is 48k indices on OpenGL ES, 32k on OSX and 64k on other platforms.
- Too Many Vertex Attributes for Dynamic Batching — a submesh we are trying to dynamically batch has more than 900 vertex attributes.
- Too Many Vertices for Dynamic Batching — a submesh we are trying to dynamically batch has more than 300 vertices.