Why did all the gameobject meshes in my scene automatically combine to form combined mesh ? (653264)

Why did all the gameobject meshes in my scene automatically combine to form combined mesh ?

Because of this combined mesh I am unable to resize or change position of my gameobjects ?

Why would unity do this without any warning ? And there is no documentation regarding this whatsoever !!

Can someone kindly help me please ?

Because it is marked as static. Check the documentation on static batching

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Thanks a lot for replying :slight_smile:

I tried by unchecking all gameobjects of the static field. Now all gameobjects are not static , but still everything is a combined mesh. How do I break this combined mesh and make it like before ,when all gameobjects had separate meshes.

you might have to reimport your models to get a fresh clean mesh. reimport = delete current then import.

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ok thank you. I wish there was an alternative to it. anyways now ill have to get back to beginning and start designing my scene again i guess. :frowning:

i would make a copy of the first project, and test it first. before messing up the original project.

There’s something very strange going on here.

The “Combined Mesh : (root scene)” in your mesh filter is how the mesh should show at runtime. For optimization, Unity combines all your static meshes with the same material together in play mode, and that’s how the combined mesh shows up.

In edit mode, however, that should be undone, so you can move your objects again.

Either you’ve got some script asset that’s doing something strange, or there’s a bug in Unity.

To fix this, find the same objects in your project folder, and drag them into your mesh. So:

  • select all instances of rock_042 in your scene (by searching for “rock_042”)
  • find your rock_042 asset, expand it to find it’s mesh
  • drag and drop the asset’s mesh onto the mesh filters on all of the rock_042.

Have you downloaded some kind of asset from the asset store that’s supposed to optimize meshes or whatnot? This is very strange, but I can see a third party asset doing these kinds of shenanigans.

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You are a genius bro . What you said is absolutely right. Firstly mesh combine should combine only during runtime , and revert back to normal. I created a new scene in the same project and it works perfectly like that.

secondly , like what you have said i tried moving the mesh from the asset to the gameobject in the scene and it works perfectly to remove the combined mesh. [even though i dont know if its feasible for me to do this for all the gameobjects in my scene ,as my scene is quiet big :frowning: ]

No,I havent downloaded any script or assets to optimize mesh. I am just a newbie trying to find my feet ,…but I wonder if this was actually a unity bug , that combined my mesh and ‘forgot’ to decombine my mesh after run time. Because if it works perfectly for new scenes ,I guess we can rule out other mesh optimization script or another cause.

Anyways thanks a ton , I cant express in words how grateful I am for your valuable time and generosity.May God bless you bro :slight_smile: