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Dynamic Batching Performance on Metal

Just wanted to pass on a solution. The game we are working on utilizes Dynamic Batching for rendering lots of animated characters on the screen at once. Our performance was great on iOS except for on iPhone 6 and above. When profiling this slow down we noticed Rendering taking a huge amount of time. Tracking down the culprit, it appeared Mesh.CreateVBO was pegging the CPU whenever we had a larger amount of characters on the screen.

Profiling
Render.Transparent
->...​

Dynamic Batching Performance on Metal

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