Yes. As I understand it your use of QuadBatches previously partitioned the vertices so each QuadBatch was under the limit. Starling 2 is happily batching all of them together, to optimise drawing, but in doing so there are too many vertices in a single vertex buffer.
You might think Starling could do something, such as break up an overlarge Mesh into two or more parts. But there is no natural or obvious way to do this, it is best done by the developer.
And it’s probably not come up often, if at all, as the limits are very high. My code is very vertex-heavy, and depending how I draw things I can end up with everything in one draw call. But I am in no danger of hitting the limit.
So I would look at reducing the number of vertices you draw at once. Not only will that fix this error but improve perfomance, perhaps dramatically. Things like reducing the number of vertices used per object, culling objects that can’t be seen, caching objects that don’t change in a
Texture (either a
RenderTexture or adding an empty
FragmentFilter to a
Sprite is a lightweight way of caching its contents)