CombineMeshes and verts rendered

CombineMeshes appears to render more verts/triangles than the original meshes. When combining a single mesh (with no submeshes) and a single material, render stats jumps considerably.

For example, a mesh with 83 verts and 122 tris when instantiated 490 times gives 40670 verts. If CombineMeshes() is used the resulting single mesh has the expected 40670 verts and 59780 tris. However the render stats will jump by 649,000 verts and 957,000 tris which doesn’t seem to make much sense.

Not sure what CombineMeshes() is actually doing.

Check the meshes which have been created, maybe those are incorrect. Without code we can’t help.

Yep, meshes look fine in the scene. Just wondering if anyone had seen this behavior before using mesh.CombineMeshes(…)

Do you maybe still render the old meshes too?

Doublecheck using the frame debugger.

You may also be affected by larger meshes being shadowed or being hit by a projector. Both these cause meshes to be drawn additional times. Like said, frame debugger is an awesome tool to find out.