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Votes

1

Found in

6000.0.5f1

Issue ID

UUM-73318

Regression

No

Draw call batching does not work when using identical Sprite Renderers in URP

-

Reproduction steps:
1. Open the attached “SpriteBatch.zip” project
2. Enter the Play mode
3. Open the Profiler (Window > Analysis > Profiler)
4. Click on the “Rendering” Module
5. Observe the “(Dynamic Batching) Batched Draw Calls” value

Expected result: “(Dynamic Batching) Batched Draw Calls” value is equal to 4
Actual result: “(Dynamic Batching) Batched Draw Calls” value is equal to 0

Reproducible with: 2023.1.0a11, 6000.0.5f1
Not reproducible with: 2021.3.39f1, 2022.3.32f1, 2023.1.0a10

Reproducible on: Windows 11
Not reproducible on: no other environment tested

Note: Reproducible on a new project

  1. Resolution Note:

    In https://unity.com/releases/editor/alpha/2023.1.0a18 we introduced SRP-Batching for 2D Renderers. Previously when Sprites are dynamic-batched draw-calls are reduced. SRP-Batcher is focused on reducing CPU costs but may result in more draw-calls. Hence the difference in draw-calls.

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