I have been experimenting with a real time spot light as a flashlight in a mobile scene and found this doesn’t work too well with static batching.
To get around this I just tried the example script in the docs under Mesh.CombineMeshes to combine parts of my level into 1 mesh and so manually reducing draw calls.
This seems to work well, except that the light map uv’s are dropped.
I have a bunch of the same object, e.g. walls, floor etc. tiled around the level, but once I’ve combined things together, all the same mesh uses the same lightmap UV’s so all the wall sections have the same lighting.
Can anyone point out what is wrong with that script?