Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AngryMuppet · Aug 21, 2015 at 07:13 AM · optimizationruntimeproceduralstaticbatching

Problem moving static batch root when using StaticBatchingUtility.Combine

Hi so... according to the Unity documentation, I should be able to move the staticbatchroot object after calling StaticBatchingUtility.Combine.

Currently, at runtime, I instantiate a pool of prefabs, apply their lightmaps and call combine on the root prefab object before disabling them.

Then, when needed, I move the root object into position and re-enable them. This seems to stop them from statically batching.

If I move them into place and call combine all works fine but obviously this causes performance issues during play (and I generate levels on the fly constantly.)

Any ideas on the correct way to use Combine and move the root object without the batching breaking?

Thanks!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AngryMuppet · Aug 26, 2015 at 01:41 PM 0
Share

Still no luck with this... Does the documentation here not mean what I interpret it as?

Once combined children can NOT change their Transform properties, however staticBatchRoot can be moved

I'm moving the staticBatchRoot but obviously that changed the child positions within it?

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by AngryMuppet · Aug 28, 2015 at 07:02 AM

I have Ben Stoneman at Unity to thank for this one who wrote some sample script and I saw the problem in my code.

I was instantiating my prefabs, disabling them in the hierarchy and then calling Combine - looks like all object have to be active before you can call Combine!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Venryx · Jul 06, 2016 at 03:58 AM 0
Share

Yeah, I found the same thing out independently. (that the objects you want to batch must be active before calling the Combine method)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Procedural meshes: static batching seemingly inoperative. Cause? 1 Answer

Static Batching at Runtime 2 Answers

Static Batching with LOD Meshes/GameObjects & Other Questions 1 Answer

Handle Many Characters that have skinned mesh renderer 0 Answers

Will calling setActive on static objects cause overhead? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges