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Question by Feelnside · Jun 06, 2018 at 06:20 AM · batchingcombinestatic batching32bit

Can "StaticBatchingUtility.Combine" use the 32-bit mesh Index Format?

Hello everyone!

I have a scene which has a lot of meshes. All of them has the 32-bit Index Format (configured in the Import settings).

I want to combine all of them into the one mesh using StaticBatchingUtility.Combine. So that I can get only one draw call.

As far as we know Unity now is supporting the 32-bit mesh Index Format, but looks like the StaticBatchingUtility.Combine utility is using the 16-bit mesh Index Format even if meshes are 32-bit.

In my case after calling the combine function I can see that there are several combined meshes with 63k verts, but I'm expecting to see one big mesh (like it should be with 32-bit mesh Index Format).

So, the question is: Can "StaticBatchingUtility.Combine" use the 32-bit mesh Index Format so that I can combine a huge scene into the one draw call?

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avatar image sewy · Nov 16, 2020 at 03:33 PM 0
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Have you ever found out the solution? Could it work with unity default static batching?

avatar image Feelnside sewy · Nov 17, 2020 at 03:49 AM 0
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Unfortunately I didn't found the solution.

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Answer by Eno-Khaon · Nov 17, 2020 at 06:16 AM

To borrow a quote from Unity's Draw call batching documentation (as of version 2019.4):

Batch limits are 64k vertices and 64k indices on most platforms


With this in mind, it's highly doubtful that 32-bit index meshes would be taken into consideration for batching, since that's the 16-bit limit to begin with.

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avatar image Feelnside · Nov 17, 2020 at 07:09 AM 0
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Thank you for sharing this one! Sad to know we have this limitation.

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