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Static Gameobject/batching and deformable mesh
How static does a static mesh needs to be?
I have a modular map. None of the modules that compose the map move once they are loaded, but their mesh can change. Some of those mesh change once when the map is created (to open passages) and some of them change when the player interacts with them (like opening a door). This is all done by moving specific vertex in the mesh, so the mesh is deformable to some minor scale, but those deformation will never change the position of the mesh.
None of those changes move the transform. Also, I use an unlit vertex color shader, and deal with all the light effects on my own, so Unity never has to redo the lights and whatsnot.
Would using static gameobject make a difference for me? All the descriptions of the static batching functionality seem to talk about the transforms