Hi everyone, how are you? I have to instantiate a big amount of game objects(prefabs) at runtime. They’re all marked as static, transform.position will NOT be moved. I’ve been reading around people which have/had some troubles with batching those, ie: Instantiate at runtime vs. created in editor? - Unity Engine - Unity Discussions . In resume, instantiated objects marked as static can’t be batched, meaby yes by dynamic batching(idk), but not by(the better) static batching. It’s supposed that you have to do this manually with: Unity - Scripting API: StaticBatchingUtility.Combine . I have two related questions:
-
Is StaticBatchingUtility.Combine(GameObject parent) actually working fine?
-
If it’s working, do parse recursively for all the childs? Or only its direct childs ?
Thanks for your help.