Crash on device when static batching

Has anyone crashed with this stack trace before?

#0 0x00fa1750 in MeshRenderer::GetStaticBatchIndex () at RakNetTypes.h:320
#1 0x010673b8 in DoRenderLoop () at RakNetTypes.h:320
#2 0x00f20654 in Camera::smile:oRender () at RakNetTypes.h:320
#3 0x00f216cc in Camera::RenderCamera () at RakNetTypes.h:320
#4 0x00ffb2a4 in RenderManager::RenderCameras () at RakNetTypes.h:320
#5 0x00fddae4 in PlayerLoop () at RakNetTypes.h:320
#6 0x01037804 in UnityPlayerLoop () at RakNetTypes.h:320

I have something like 1300 static sprites in the scene. Batching works fine in the editor, but crashes on the iPhone. When I switch all the sprites to be dynamic. It works. shrug

I’ve seen this once - but it was not related to static batching ;-). Can you submit a bug report? (and drop case number to me)

Done (case 380345). Thanks for looking into this for me.

Exact same problem here. Same error, same solution.
Unchecking ‘static’ from objects solved the problem.

It seems it’s related to wrong uv coordinates for lightmapping.
I restored the default (advanced) settings in the fbx importer
(hard angle from 30 to 88). It’s working again even with
static batching. It also stopped some shadow switching/flickering
on one of the static object’s material.

R.

I reset the project/ “quality” defaults but that didn’t fix it. Unchecking the static batching option in project/ player did the trick though.

it had scripts errors in there - so it was closed as not reproducible
the only reason i saw that recently was due to prefabs where GameObject where saved in playmode that were statically batched. If you have those - please remove (though it should crash the editor as well)
On the other hand - i didn’t saw any static batching bugs with 3.4 - so if you have small repro for your problems - you are welcome to bug report it (though better sooner ;-))

I had the same problem in one of my levels – was messing around with various culling settings and forgot about it. My level started crashing only on the iPad / iPhone and on Windows builds, but worked fine in the editor and there were no errors generated.

I found out it was because I left some of the static flags checked on a few of my objects. Static → Occluder Static, Static → Batching Static, etc.

Once I cleared the flags it worked fine again.