Open studentutu opened 4 years ago
found out that AniInstancer does not marked my phone like the one who does not use dynamic batching, I've tried to make test for it and it was - the device cannot draw using DrawInstanced, so the only option is to use simple DrawMesh which will never batch the objects( strangely enough - simple scene with 50 object does batch on the device (frame debugger from Android shows draw batching)
My steps to get it working on android:
StartCoroutine(AnimationInstancing.AnimationManager.Instance.LoadAnimationAssetBundle(Application.streamingAssetsPath + "/animationtexture"));
I have made benchmark scenes - simple skinned mesh and dynamic batching, AniInstancer, Mash Baker. While in the editor - it works as expected, but in the real build on Android device - either mesh is too big or small or it doesn't even work! Please help!