It mostly depends if this 4 meshes for example are to be seen together. You use that technique to save texture calls. If they are not seen together at all it´s not that good to combine them, because you need the whole texture space for only a small part of it.
Batching can mean a few different things. Sometimes it refers to combining materials textures or meshes like my example, but it can also refer to ordering the draw calls to minimize the amount of state changes needed to render everything. The fastest way to render something will always be to have it in 1 vertex buffer and…
Usually whenever this is used in production its done behind the scenes by the engine. This is pretty easy to setup in Unity. Remember that you only get an advantage from doing this when the atlased textures are on the same object and material (or can auto-magically be combined into the same object and material). For…
If you're not sure what I'm talking about - http://en.wikipedia.org/wiki/Texture_atlas Was wondering if using this method is the best method for using textures in next gen games? I was reading some stuff on the Unity forums today and they recommend you combine all your small textures into one big texture atlas or…