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Question by RandomPoint · Mar 12, 2018 at 09:28 PM · assetbundlestatic batching

Static Batching, AssetBundles, and StaticBatchingUtility

I have a large number of objects (buildings) that use texture atlases. I have set the static flags on every object on import, grouped them all under a parent GameObject, created a prefab, and saved it as an AssetBundle.

I have Static Batching turned on in the Build Settings for my app.

However, when my app loads and displays the AssetBundle, the Profiler shows that there is dynamic batching occurring, but no static batching.

Is there something else I need to do? The docs make it sound like the AssetBundle build process should do at build time the same thing that StaticBatchingUtility.Combine() does at runtime.

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