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Question by Thom Denick · Oct 09, 2010 at 08:38 PM · iosrenderingstaticipadbatching

When Static Batching and building, objects checked Static do not appear

Hello,

I just moved a project I had been developing on the Windows Beta version of Unity 3.0 to the final Pro version of Unity 3.0 Mac, and I'm not deploying my semi-fully-developed application to iPad for the first time.

The first thing I did was build the app to the device - everything works fine except for FPS problems.

Obviously, I need to go through and reduce draw calls. The first step for me was to tag objects as Static. This reduces my draw calls significantly, and looks fine when I play it in the editor. However, when I actually build this to the device, any object that I have marked as Static, does not render at all.

My build settings are pretty standard for an iPad device:

Target Device: iPad Only Target Platform: armv6 Target Resolution: Native

API Compatibility Level: .Net 2.0 Subset SDK Version: iPhone OS 3.2 Target iOS Version: 3.2 Stripping Level: Disabled Script Call Optimization: Slow and Safe

Since everything looks fine in the game preview window, I don't think this is a problem with my camera.

OK, I just built this as a Mac standalone, and I still have the same problem. So it's not iPad-specific.

Any ideas?

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avatar image tolstenko · Nov 29, 2012 at 10:26 PM 0
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I am having the same issue here. Do you know why it doesn't working with S$$anonymous$$2? I really need this working with some S$$anonymous$$2 elements.

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Answer by Thom Denick · Oct 10, 2010 at 03:34 PM

OK, turns out this is because I had tagged a sprite created with SpriteManger 2 with Static. It somehow was blocking out all the static objects.

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