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Thank you for reporting a bug to Unity. After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. We understand this may differ from your expectations or workflow. In this particular case, it is expected to see multiple draw calls because the different effects have to be sorted with respect to the camera, therefore the batching has to break to follow the correct order. We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.
Steps to reproduce:
1. Open the attached “VFXBugReport.zip“ project (link in the internal comments)
2. Open the “SampleScene”
3. Select the “Root_Copy_Pasted” GameObject in the Hierarchy and disable it in the Inspector
4. Select the “Root_Instantiated” GameObject in the Hierarchy and enable it in the Inspector
5. Open the Frame Debugger window (Window > Analysis > Frame Debugger)
6. Press the “Enable” button while the VFX Graph is playing in the Game view
7. Observe the number of “RenderLoop.Draw” calls
Actual result: There are 15 draw calls (1 for almost every prefab instance of both VFX Graph assets)
Expected result: There are 2 draw calls (draw calls are instanced to 2 because there are only 2 unique VFX Graph assets used)
Reproducible with: 6000.0.67f1, 6000.3.7f1, 6000.4.0b7, 6000.5.0a6
Reproducible on: Windows 11 Pro (25H2)
Not reproducible on: No other environment tested
Notes:
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