If I have game objects marked as static, and I activate/deactivate them, will that incur a performance hit or any other weirdness? Say the object, in addition to being marked as static, has a static collider. Will activating/deactivating it cause the list of physics objects to be rebuilt (incurring a performance hit) or is Unity built to do this sort of thing?
You’ll definitely incur a performance hit if you’re using static batching and you turn it off. Depending on your number of objects, your draw calls will go up.