Hello everyone!
I am working on a mobile game and ran into a problem when baking the light of the scene.
In my scene I only use one tree GameObject which i placed about 150 times on a (modeled) terrain.
Every instance of the tree is marked as static and (obviously) uses the same material.
When i bake the scene lighting and start the scene, each tree uses 1 draw call (i use just 1 baked directional light).
Aren’t the tree supposed to be batched and only use 1 draw call?
When i deactivate all trees in the scene the the draw calls are reduced for ca. 150 calls.
Here’s a shot with a couple of visible tree objects:

When i deactivate the tree’s the draw calls drop from 23 to 6:

I use quite small atlas sizes (256px) and low quality for the lightmaps.
Maybe Unity creates an atlas for each tree object and therefore uses a separate draw call for each tree?
Is there a way to optimize this without increasing lightmap quality?
Thanks in advance for your help!