I know that this is an old post, but I just want to add something crazy here. I had some objects in my game where physics were just not applying to them at all. When I added a Rigidbody, nothing would happen. When I added a script that added force, then this would not work either. I stumbled across this answer because I noticed that the objects that were affected turned to Combined Meshed. I turned off static batching and the objects now react as they should.
Just thought I’d add this in case anyone else had the same issue
Another tip that may help other’s with static batching:
I use CommandBuffer.DrawRenderer() to draw a MeshFilter’s sharedMesh, which is combined at runtime. Through FrameDebugger, I found CommandBuffer.DrawRenderer() draws an incorrect mesh. When I use subMeshIndex to iterate all submeshes, it turns out drawing the combined mesh.
When static batching Turned off, I get desired result.