Hi there,
I’m porting my unity project to visionos,that has just begun.
When I ported the model assets to visionos, unity reported the following error:
[Diagnostics] Failed to transfer MeshRenderer. SM_SkirtingLine02 (UnityEngine.MeshRenderer) is part of a static batch. Static batching is not supported in PolySpatial. Please disable static batching in Player Settings.
If I do it,what is the impact on my app‘s performance?
In visionOS MR, or on other platforms? In VisionOS MR, the mesh simply won’t render if it’s part of a static batch, so you can’t really measure the performance impact. You can disable static batching just on visionOS in the player settings.
In general, we’ve seen significant slowdown in scenes with lots (e.g., thousands) of separate meshes, especially when using shader graphs (and this is something we’ve brought up with Apple). We’re looking into ways of merging meshes automatically, but until then, one option is to manually merge meshes using the same material (either in the editor or at runtime) using Mesh.CombineMeshes.