Hi. I'm getting quite a performance hit running my game on iPod4. I have ~160 draw calls, and the profiler shows that 261 have been batched. My fps hovers around the 10-15 mark, profiler shows that a lot of cpu time is getting eaten up by MeshRenderer.Render and MeshRenderer.RenderDynamicBatch. I'm using the BlendVertexColor shader. I've read on some forums that for an ipod 4, around 80 draw calls are optimal. The question I have is that I'm porting the game from cocos2d, and that game had no batching whatsover: the same scene had ~400 draw calls in cocos2d yet average fps was around 20-25. Is the problem purely with the number of draw calls? Because I can't create bigger atlases to increase dynamic batching since I'm already running in memory problems on ipod4, ipad1. Thanks!