Dynamic Batch Processing

Updated: 10/20/2026

In Cubism 5 SDK for Unity R6 and later, you can enable a unique dynamic batch processing function to improve performance.

Summary

In Cubism 5 SDK for Unity R5, due to the nature of its drawing process, it was not possible to use Unity’s dynamic batch processing or the SRP Batcher.
In Cubism 5 SDK for Unity R6 and later, batch processing has been implemented to dynamically group the vertices of a Drawable’s Mesh as much as possible before drawing.
This allows you to reduce the number of draw calls for Drawables and improve performance.

How to Use

Add a CubismRenderPassFeature to any Universal Render Data asset, or check the Inspector for Assets/Live2D/Cubism/Rendering/URP/CubismURPRenderer.asset.

Then, enable “Enable Batching.”

Conditions under which dynamic batch processing is effective

There are certain conditions that must be met for dynamic batch processing to work.

Conditions specific to each object

  • The object must be a Drawable.
    • Offscreen drawing is not supported.
  • Masks are not applied.
  • The blend modes added in Cubism 5.3 are not used.

Items that must meet the same conditions as the Drawable that was drawn immediately before

  • CubismRenderer.DrawMaterial (CubismRenderer.Material if null)
  • CubismRenderer.MainTexture
  • CubismRenderer.DisplayedMultiplyColor
  • CubismRenderer.DisplayedScreenColor
  • CubismRenderController.CurrentFrameBuffer
    • Regardless of whether offscreen drawing is used, the actual drawing destination must be the same as that of the immediately preceding Drawable.
  • CubismRenderController.Opacity

Other conditions

  • The drawing interrupt function is not being used between the drawing of the current object and the one immediately preceding it.
  • The number of Drawables targeted for batch processing must be at least the number set with BatchThreshold.
  • When spanning multiple models, the models must share the same Grouped Sorting Index.
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