Multiple instances of static mesh increase size of game build

Hi, everybody! There’s some problem.

I have a prefab of the mesh with 1k tris in my project. When the static option isn’t checked no matter how many instances of the prefab I’ll put to the scene, the size of the game build remains the same. But if I check static, every instance of the prefab increases the size of the ‘mainData’ file by 60k Bytes.

Why does it happen? And how can I use multiple instances of static geometry without increasing build size?

Thank’s a lot for any help.

Static batching, on the other hand,
allows the engine to reduce draw calls
for geometry of any size (provided it
does not move and shares the same
material). Static batching is
significantly more efficient than
dynamic batching. You should choose
static batching as it will require
less CPU power. In order to take
advantage of static batching, you need
explicitly specify that certain
objects are static and will not move,
rotate or scale in the game. To do so,
you can mark objects as static using
the Static checkbox in the Inspector:

Using static batching will require
additional memory for storing the
combined geometry. If several objects
shared the same geometry before static
batching, then a copy of geometry will
be created for each object, either in
the Editor or at runtime. This might
not always be a good idea - sometimes
you will have to sacrifice rendering
performance by avoiding static
batching for some objects to keep a
smaller memory footprint. For example,
marking trees as static in a dense
forest level can have serious memory
impact. Static batching is only
available in Unity Pro for each
platform.