Confused about vertex counts for objects marked static

Hi Folks, I started marking mesh’s in my level that do not move as static. I can see they are being combined in the inspector at run-time. I have noticed a side effect of significantly increasing the number of verts displayed in the game status window?

To see where these verts were coming from I tried turning off various GO’s and I also see the number of verts decreasing is different based on what other combined geometry is in the camera view.

With static not set, this particular set of objects has about 6.1k verts as it’s maximum displayed in the status window while orbiting the camera around the scene.

If I mark that same set of GO’s as static, the vert’s reported increase to between 31k-85k depending on the objects in view. When all objects are enalbed in my current scene i am getting upwards of 400-500k verts which is … yikes …

I made this test with as much in my scene disabled as possible, Basically the objects and a skybox.

I assumed making things static would help but did not expect this change?

iByte

ps I have pro and have not done anything with occlusion culling yet.

what unity version are you using? It sounds like a bug in stats window: static batching combines static meshes into one big vbo - so if total vertex amount in vbo is used for stats (as opposed to the amount really given to dirver) - then you will see these crazy numbers :wink:

Hi Alexey, I am using 4.1.2 on windows. Thank you for the reply.

iByte

hm, i cant repro it right away myself. Please bug report with small repro project.

Hi Alexey, These are the stats from the robot lab example. Do they seem correct to you? I will have to work on putting some thing together if they are.

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iByte

Hello, we are seeing the same bug, Unity3D 4.1.2… using static batching more than double the vertex count.

Hi Piwot Games, I heard nothing more from Alexey. I disabled static batching for now. Also I did not get around to open a formal bug with Unity so you may want to do that.

iByte