#BatchRendererGroup & Sprites

1 messages · Page 1 of 1 (latest)

elfin pecan
#

So I'm taking a look at the BatchRendererGroup in 2022.2 and comparing it to my knowledge w. how SpriteRenderers typically work in Unity2D. If i wanted to keep the same workflow, I'd need to adjust the UVs.

It sounds like if I'm going to adjust the UVs BatchRendererGroup may not be the ideal solution since I'd have to possibly register the mesh if the UVs are going to change.

I'm wondering what approaches there while using the BatchRendererGroup (maybe I can have a separate buffer for the shader such that I can store the UVs and then read by the Vertex_ID & Instance_ID also in the shader?)

muted abyss
#

As far as I know you can not split a batchs metadata into several buffers. You can register many batches, and each batch can have its own data buffer. May I aks why you are dynamically changing the uvs of a mesh. For 2d especially wont tilling and offset be enough ?

halcyon vector
#

so, until it's fixed the only other way to implement sprite rendering in a similiar to mesh rendrer's way - your own brg, with completely new components and system to process them

#

also loading subscenes...

elfin pecan