- Home /
Why are static objects that are batched simply not showing up on some Android devices?
Using Unity 4.2.1f4
I have a large-ish level that is loaded asynchronously. The level consists of hundreds of little objects populating a scene. 95% of those hundreds of objects are static objects that share one of 4 materials to allow static batching. Once the level loads, only the objects that are not tagged as static are visible. So this means anything with an animation on it, things that I programmatically spin, and any object I simply forgot to check the box on are showing no problem.
This only happens on a handful of Android devices and from what I've seen mostly Kindle Fire devices. Static batching works as intended on everything else (editor, all iOS, other major Android devices: Nexus, Galaxy, Nook HD, Kindle Fire HD/HDX).
This leads me to believe that it is a driver issue for these device or it is a Unity bug. Either way I need to figure out a way around this and I'm not sure what that could possibly be. Has anyone encountered this and found a work around?
Answer by derek9975 · May 12, 2014 at 10:02 PM
I'll answer this so it may save some problems later on. This was a bug in Unity 4.2.1f4 (possibly earlier version). I updated to the newest version and that fixed the problem.
Your answer
![](https://koobas.hobune.stream/wayback/20220613140554im_/https://answers.unity.com/themes/thub/images/avi.jpg)