After Geometry marked as static, app size increased 3 times

Hello,

Is there anybody having same problem of “static batching” New Features of Unity iPhone 1.5 Pro.

To get good FPS, we mark Non-Moving objects as static but when we built the game, the final app size has dramatically increased. For example previously it was 125 MB and now the app size is 380 MB.

Any help on this issue, or anybody having solution for it. Please reply.
Thanks in advance for help.

static is used for occlusion culling space division so you potentially are using occlusion culling in which case this would have an impact on the size.

also is the size increate from “nonstatic” to “static” or from what you expect to the built size?

English isn’t Dremora’s first language :slight_smile:

I think he meant the occlusion culling calculates line of sight in a volume (ie, space division). This is essentially a giant look-up table, which takes up space. (Not 100mb though)

When you tag something as static, I think Unity will cache the resulting static mesh (so if you combine 30 meshes into one, it’ll store that as a new mesh). However, if you then suddenly move one in the middle of the script, suddenly it’ll be marked as non-static, so essentially there may be some duplication of mesh going on. There’s obviously no performance benefit if Unity combines the mesh at runtime.

Don’t quote me on that, I’m guessing as to how the Static batching works :slight_smile: