Search Issue Tracker
By Design
Votes
0
Found in
5.6.1f1
Issue ID
946497
Regression
No
[iOS] Static batching does not work, causes excessive amount of draw calls compared to Editor
1. Download & Open the attached project
2. Build to an iOS device
3. When the game is running on an iOS device, click "Debug->Capture GPU Frame" in Xcode
4. Enter Play mode of the scene in Unity Editor
5. Enable Frame Debugger
6. Compare the number of draw calls in Unity Editor and iOS build
Expected results: there's roughly the same amount of draw calls in both environments
Actual results: There are around 40 draw calls in Editor (many Static Batches), and hundreds of draw calls in the iOS build.
Reproduced with: 5.5.4p2, 5.6.3p2, 2017.1.0p5, 2017.2.0b9, 2017.3.0a4 [OpenGLES2 and Metal]
Device used: iPhone 6 (iOS 10.3.3)
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Profiler connects to a different opened Editor project when more than one project is open and building for WebGL with Autoconnect Profiler enabled
- Creating and then deleting the "Integration Update: Rotation" block breaks and makes unusable VFX Graph
- “ArgumentNullException: Value cannot be null.” when deleting a newly created input action
- Undoing the creation of the "Button - TextMeshPro" GameObject only removes Canvas and EventSystem GameObjects
- A distorted audio clip is played when transitioning to another audio clip using Pitch Shifter Audio Effect
mpete
May 23, 2019 06:50
We experience similar issues in 2018.4