# GPUBatched

> Enables Unity using compute shaders to process mesh deformations on the GPU, and combining multiple meshes and blendshapes into batches.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
GPUBatched = 2
```

### Remarks

If you enable this property, Unity uses batching and reordering to combine meshes and blendshapes into fewer dispatch calls to the GPU.

Batching provides better performance on high-end platforms. Unity can process multiple meshes more quickly and reduce synchronisation issues. On other platforms, you might need to use [MeshDeformation.GPU](/engine/6000.7/script-reference/unityeditor/meshdeformation/gpu.md) instead, because batching uses dynamic branching which has a high resource intensity.

Unity uses batching if the following applies:

* The Graphics API supports batching.
* You process 3 or more batchable meshes in one frame - this is the number of meshes where batching usually becomes faster than [non-batched GPU skinning](/engine/6000.7/script-reference/unityeditor/meshdeformation/gpu.md).

To make sure a mesh is batchable, check the mesh is compatible with standard non-batched GPU skinning, and that its vertex data layout exactly matches one of the following:

* position
* position, normal
* position, normal, tangent

If Unity can't use batching, it reverts to non-batched GPU skinning.
