Does static batch impose a limit on the max amount of triangles it will batch at once

I already understand static batching pretty well, and what causes more drawcalls and what doesn’t. But I’ve been examining scenes closer up with the profiler and I noticed one thing that I don’t quite follow.

So all objects with the same material, with the same lightmap, can be put into the same drawcall with static batching. Right? Thats what I’ve seen from my experience.

Now in small scenes, where all the objects are statically batched, and there is only 1 material, I get 2 drawcalls. Which I guess means every object is being drawn with 1 drawcall. Now in a massive scene, with a million triangles and still only 1 material, I get around around 30 drawcalls. This implies to me that static batching will clump together triangles into like 40,000 triangle clumps automatically. Is this what it is doing? If it is, is there anyway to adjust how many triangles it will clump together into a drawcall? Or is that all handled automatically? Will that amount be different for iOS vs a PC build?

I did some more Tests today, and, as I remembered from my first iOS project ( and this is true in general, also other versions of unity ) what it matters is the number of triangles the mesh has.

If you make a quick test, with a <100 triangles mesh, with same material, you can clone 2000 of this, and still have 1 drawcall.
Differently, a more complex mesh, will be’ not batched, and each clone increase drawcall by one each