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Strange static batching behaviour
I have unity 4.3.4 pro with static batching enabled.
I have scene "Jungle" witch lots of meshes. All of those meshes uses the same material, with the same settings, all of them are static. There is no lights on scene.
I have seconds scene "Init". There is no visible objects on it. All it does is load "Jungle" scene on Awake() method.
And now:
- When I run Jungle scene directly from editor, I have 18 draw calls and 110 FPS. 
- When I run Init scene and wait for Jungle to be loaded, I have 250 draw calls and 170 FPS. 
Questions:
- Why my draw calls depends on loading scene scenario? 
- Why more draw calls have better performance? 
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