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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?
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.
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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