Quick answer: Unity BatchRendererGroup PSO precompile not covering custom shaders used by the BRG? PSO precompile uses material variants; BRG bypass means manual.

DOTS-style instanced rendering; first frame stutters from PSO compile.

Manually precompile

Loop BRG materials; precompile each variant. One-time cost.

Or pre-render frame

Render BRG once at boot offscreen. PSO compile during loading screen.

Audit per shader

BRG shader list; verify each is in precompile flow.

“BRG bypasses standard PSO precompile. Manual coverage required.”

If you ship BRG, the precompile audit is mandatory. First-frame hitches are visible.

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