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Question by routitsm · Jan 30, 2018 at 01:39 AM · performance optimizationbatching

Static batching and showing/hiding game objects

Hi,

I want to take advantage of static batching. In my game I have a large set of prefabs that are instantiated at run time, each consisting of several sub-meshes most of which use the same material with an atlas.

All these game objects are static but some of them need to be shown and hidden in run time by enabling/disabling their mesh renderers.

My question is: I want to use the MeshCombineUtility but from looking at its source code it makes a big mesh out of a set of meshes, so I can't see now I can individuall show and hide different GOs if thir meshed been fused into one big one like this. How does the run-time static batching work if one needs to show/hide combined GOs?

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