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custom staticBatchRoot for build time static meshes?
Hi, i know you can make static meshes using [StaticBatchingUtility][1], i used this for a while but then i figured i would gain some performance letting the editor batch my big meshes in build time (i'm in iOS).
Now, to my surprise, when using the "Static" checkbox, unity ALWAYS sets the staticBatchRoot as the scene, meaning i can't move the batched geometry.
There is a way to change or set the staticBatchRoot of a static mesh in build time?
Thanks!
Answer by Kinetic · Jun 13, 2012 at 12:15 PM
I solved it!
Made a unity editor script with a StaticBatchingUtility.Combine call with the root of my choice and this was enough!. This needs to be a built-in feature though, the Static checkbox behavior is confusing in this regard.
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