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Question by sebj · Jun 05, 2015 at 11:13 PM · performanceoptimizationbatching

Where do I find static batching statistics?

I enable static batching on a scene with ~1000 objects each made of ~10 submeshes. There are perhaps around ~80 materials in the entire scene.

In the rendering statistics window I see that there are about 2000 draw calls/batches issued per frame.

I would like to know why, since in theory, there could be only 80 or so (the number of materials). (Even taking into account a 65k limit on the combined vertex buffer which I imagine is in place, that's still not 2000 draw calls.) Where can I find detailed statistics on what resources change between the batches in Unity?

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Answer by Bunny83 · Jun 06, 2015 at 12:44 AM

Well, have you ticked the "static" checkbox on your gameobjects? If not they won't be batched. Static batching can only be used for objects that doesn't move / rotate / scale at runtime (since they are static).

If the objects should be able to move they can't be "statically batched". For dynamic objects dynamic batching might apply but it has some heavy limitations.

Read the docs about dynamic and static batching for more details.

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avatar image sebj · Jun 06, 2015 at 09:53 AM 0
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Hi Bunny83, static batching is enabled and working to an extent. I suspect it is to do with light mapping, but processing the objects after flagging this takes hours, so I would like to be sure by checking exactly what is the difference between the ~2000 batches that remain. Also, so I can debug in the future when it is not light mapping.

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