Static batching and scale

I’m working on an IOS game (see signature below if interested) and have a quick question about static batching scaled objects.

I remember reading somewhere that it was bad to scale a object if you want to batch it and keep draw calls down, however I just tried this and it seems to work fine. By scale I simply mean in the editor, not at run time. I want to scatter rocks, plants etc in my scene and vary the scale on some so they don’t all look the same.

So my question, is it ok to scale objects set to static in the editor or will this add some extra overhead I’ve missed? This is for IOS so I’m trying to optimize as much as I can.

Not sure about static batching, but dynamic batching is definitely going to break. Maybe that does not apply to static batching.

I’ve tested static batching on my PC and it seems to work. Really I’m just asking if this is slower to do and perhaps adds some extra calculation I’m not aware off. I can easily scale a few of my props in maya and export different size versions, but this seems a waste if I don’t have too.

Scaling per say isn’t really a problem, it’s non-uniform scaling that can cause problems. I did some research, more specifically the threshold for Unity’s static mesh instancing.

Here are my finding; http://forum.unity3d.com/threads/160662-Detecting-Non-Uniform-Scaling-with-floating-point-imprecision

static batching works offline - so all your scale and what not is baked - so at runtime it is just identity matrix

Thanks for the replys, they where both very helpfull.

After reading them and doing a few tests it looks like I can safly use scale in my project.