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Fixed in 2017.3.X



Found in


Issue ID




Mesh particle system prevents batching when using it with Default-Particle material



Reproduction steps:
1. Play the attached scene(20170517_bugreport_mesh_particle_prevent_batching.unitypackage).
2. Check current status of batches. (It should be 3/1)
3. Disable and enable again the object parent "particle system red"
4. Check batches status again.

Expected result: The amount of batches will stay 3/1.
Actual result: There are no saved batches and it becomes 4/0.

Reproduced on: 5.5.0f3, 5.6.1p1, 2017.1.0b6.
Works fine on 5.4.5p2.

Comments (3)

  1. ifurkend

    May 22, 2017 02:02

    Sorry for opening this report. I finally get that drawcall batching is obstructed when the mesh particles system is stuck between the rendering order of 2 billboard particle systems due to z-fighting (when the material shader is additive instead of alpha blended, it's impossible to tell). By modifying the "sorting layer"/"order in layer" of the mesh particle system to prevent the change of rendering order, drawcall batching recurs.

  2. ifurkend

    May 19, 2017 04:59

    Also the ticket title is misleading about the "default-particle" material. This bug can be triggered by any "batchable" material when it is used by all involving particle systems in the same time.

  3. ifurkend

    May 19, 2017 03:53

    When discussing about this issue via email, I think someone in Unity has misunderstood that I wanted the drawcall of mesh particles to be batched with billboard particles'. This is wrong.

    My concern is that drawcalls of multiple BILLBOARD particle systems which have fulfilled the requirements of batching (same material, same object layer, same sorting layer, local simulation space, no sub emitter, no random forces, billboard rendering mode) fail to be batched because of other unexpected reasons.

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