#0 0x00fa1750 in MeshRenderer::GetStaticBatchIndex () at RakNetTypes.h:320 #1 0x010673b8 in DoRenderLoop () at RakNetTypes.h:320 #2 0x00f20654 in Camera: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
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.
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.