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Question by Misscelan · Dec 22, 2021 at 01:31 PM · lightmappingstaticbatchinguv mappinguvs

Static batching breaks UVs

Hi,

I have a group of meshes set as static and when running the game, unity batch them and the UVs are incorrect.They work as intended if I uncheck static.

It is pretty much what it was mentioned here in this bug: https://issuetracker.unity3d.com/issues/combined-static-batched-mesh-changes-uv-coordinates-when-playing-the-scene

The workaround provided at the time was to uncheck the "Lightmapping" option within the static menu, but that option is no longer available in newer version of Unity.

Any workaround for this?

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