Hi,
It seems that static batching is not working at all for me in Unity 5.6b5.
Object marked as static that I would expect to static batch seem to be using dynamic batching under some cases (according to Frame Debugger). If I turn off dynamic batching in player settings, no batching occurs at all ![]()
I made a simple test scene, just 2 cubes with the default material. I have marked them both as “Batching Static”. I have disabled Light and Reflection probes. I also disabled the directional light to make the frame debugger cleaner.
Here is what I see with dynamic batching on:
and dynamic batching off:
I will admit this is my first time trying to static batch something, so I could be missing something fundamental… any takers?
On a kind of related note, should I be expecting static lightmapped objects to batch if I only have a single lightmap in the scene? That is where I originally noticed the issue. I am using a stationary light in ShadowMask mode. I would think that if my static scene objects don’t batch… it kind of makes the performance gains from lightmapping everything null and void. Thoughts?
Cheers,
Niall
Edit: It’s probably also worth saying that the Profiler window agrees with the FrameDebugger and Stats window, no static batching is happening.
I have also just tried changing both cubes material to an Unlit Color material/shader. No luck there either.