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?

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.