I am creating several trees. I create groups of trees every so many frames. I have dumbed down my actual script to simplify the problem. My prefab is set static, I am not using copies of textures or scaling. While I can procedurally create simple meshes (roads) that will batch, for some reason I cannot get a prefab tree to do it. Based on the above comments you will see I did look at existing unityanswers before posting.

```
public static void treeGenerator(int count, string prefabName)
{
float x = 0f;
float y = 0f;
float z = 0f;
Vector3 newRot = new Vector3(0f, 0f, 0f);
int i = 0;
while (i < count)
{
//get randomx
x = Random.Range(0f, 2049f);
z = Random.Range(0f, 2049f);
//get actual y
y = Terrain.activeTerrain.SampleHeight(new Vector3(x, 1000, z));
//get random rotation
newRot.x = 0;
newRot.y = Random.Range(0f, 359f);
newRot.z = 0;
Quaternion convert = Quaternion.Euler(newRot);
if (!colidesWithWater(new Vector3(x, 1000, z)))
{
Transform GameObj = Instantiate(Resources.Load(prefabName), new Vector3(x, y, z), convert) as Transform;
i++;
}
}
}
```

Here is a pic >

Can anyone slap the stupid stick at my mistake?