LOD and Batching. Very Slow

Greetings to all. Sorry but I do not know much English. I wanted to make an appointment.
I’m doing a scene representing a football stadium.
Inside the scene I have about 65,000 seats.
The seat object is a LODGroup, with 4 levels.
There are two types, normal seating and raised seat with a stand.
I have a feeling that the LOD is not doing it correctly, or it simply consumes a lot of resources since the scene with the fourth of seats works very slow, having a total of 300K Tri and about 30000 batching.

Having all the same material and all being the same mesh, as it is possible that so many Batching.

That scene is impossible to move it in a WebGl.

My question is, is it possible to reduce the number of Batching? Since there is neither Directional Light nor shadows in the scene.

Thank you very much

PS: Attached some captures to see more data.

If I understand correctly each seat is an object and the LOD is then computed independent (for each seat). If that’s the case, I am not sure it’s the right approach as I expect it to be quite expensive on the CPU.

Are you porting the project from Standalone?

you should merge the sits as 1 one mesh
make them static
build GI

Thanks for your reply. The project its for Webgl, and i need make independent seats for change camera transform to seat selected position…

Is there any limit of objects with LOD in unity3d? I have that feeling

Each seat is a single mesh, but do you mean that all seats are 1 mesh? If so … I could not get the transform of each seat, unless, I created an empty Gameobject for transform, exporting for example dummys from 3dmax, which is where I have my model3d

I am not sure why you need independent seats. I might be wrong but I think you could create your seats mesh (or several meshes, maybe one per sector) at loading time based on some data that defines the location of each seat in the stadium. I used to work on a football game and that’s pretty much how it was done IIRC.

Each independent seat I need to move the camera to each seat as I needed. It is the reason why I need the location of each of the seats of the stadium.

Like Marco said, you should combine your seat per sector (ex: 50/100 seats) to avoid the performance cost and you can create an empty child game object for each seat to have the location.

I suggest you keep the seats coordinates in your own data structure, then access it when you need to.