Open kkafaseb opened 5 years ago
I think you can use SpriteBatchNode for it.
@minggo oh really? I thought SpriteBatchNode needed same textures to work and was also deprecated. So even with different textures, it will still batch?
Different textures can not be batched.
exactly. so i think unity static batch can combine internally different textures into 1 bigger. got it?
No, Unity was never merge textures for static batches. It just merge meshes as many as it can to create one vertex buffer, any single material has own batch. If you wan't bigger batches in unity you should merge textures by hand. BTW texture automerging is inefficient and error prone... this approach can exceed optimum texture size also there are other problems.
Thanks for calirification sebas86
Actually, Unity does auto pack, it's just not enabled by default in Editor
Also Unity static batching here: https://docs.unity3d.com/Manual/DrawCallBatching.html
Basically takes dynamic batching which is already supported in cocos, a step further:
Also need this feature.
Static Batching: This is a feature that is supported in Unity. If i understand correctly, you can mark certain objects as static and although not sharing same properties they are grouped together as one texture internally therefore minimizing gl calls. Any way to support this feature?