Batching for Sprite3D?

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:bust_in_silhouette: Asked By bumblemeow

I am making a game using a bunch of Sprite3Ds (maybe 60-70 on screen at the same time). It looks like each one is causing at least one draw call and I think that may be impacting GPU performance on mobile. The performance is still good at a solid 60 fps, but the time spent on the GPU and the energy usage is kind of high.

Is it possible to batch Sprite3D draw calls? I did try using a AtlasTexture for the textures but that didn’t seem to have any impact on draw calls. If automatic batching isn’t available, is this something that could be accomplished with a MultiMesh?

Any tips will be greatly appreciated.

Thanks,

Joshua