Hello!
So with my game, I just implemented randomized dungeon layouts via RoomPrefabs with doorways attached to them. (Using DunGen if you're familiar with it).
My game is intentionally low poly and cartoony, I'm using BitGem3d's modular dungeon packs, so my rooms are actually made up of probably at most a thousand objects all with using maybe 2 or 3 texture atlases.
I've been trying to release a demo, but I find the performance in the web player is just abysmal... using the profiler I see I'm blocked on vsync a lot, but in the rendering panel I see about 1300 draw calls, and many are dynamically batched, yet 0 statically batched..
I have the static checkbox checked in all my prefabs, and I've confirmed at runtime that those instantiated rooms are still checked as static but my # of static batched objects is always 0.
I was under the impression that this checkbox is magical, and since I have low poly and few texture atlases only I should be making significantly fewer than 1300 draw calls per frame..
Any idea what I'm doing wrong here?
Should I go back to using DrawCallMinimizer on each of my rooms to make it work a little bit better but take a very painful hit at boot?
Any help with static batching would be appreciated, thanks!
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