- Home /
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?
Your answer
Follow this Question
Related Questions
FPS low when turning around in scene 0 Answers
Performance optimization 0 Answers
FPS Animations for head and arms 0 Answers
Target frame rate between scenes 1 Answer
Launching my character with a cannon. 3 Answers