Unity3 Static Objects

Why does marking an object static quadruple the vertex count on that model? (Doesn’t work in play mode)

You can unmark the model as static after light mapping is complete to reduce the vertex count make down to a reasonable level.

I’m still very curious as to why a static objects vertex count increases so much though…

potentially because static also enables static batching and as consequence cutting apart all shared vertices so they can it can be batched on the triangle level.

assuming naturally that you before had a mesh where the tris shared the vertices.

I’m going to de-static them after baking, cause I need to animate them (with the shadows locked in)

dreamora that makes sense. There doesn’t seem to be anything wrong with unmarking it as static after baking has finished so problem solved.

Yeah, it’s kinda weird that we have to mark them as static at all… except that it means that code-based translations seem to not work on Static’d objects… I think.

Anyway, I’m sure there’s a Beast related reason for the tag. But I REALLY appreciate being able to de-tag stuff so I can move it later if I want.

I just wish there was a way to lock objects in the editor so I could no longer accidentally move them. Wish list, here I come!

Since this static option is a necessity we need at least an all or none selector, since at least most of my objects are static it would have saved me a lot of trouble when updating the scene for use with Beast.
Well, to try to use with Beast, so far it’s not successful due to errors unknown at this point.

I have most of my static stuff attached to a folder/gameobject called geometry so when flagging that gameobject static you can just select yes to change children and be done with it.

The manual also sugests this.