Uninomicon

Documenting the dark corners of the Unity Engine.

User Tools

Site Tools


static_batching

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
static_batching [2021/12/11 21:46]
guycalledfrank [Batching and MaterialPropertyBlocks]
static_batching [2021/12/12 23:11]
starasgames Added a bit of informaton about how static batching works in Editor
Line 18: Line 18:
  
 Static batching is done at build-time, so mobile developers should be aware that static batching can unexpectedly increase your build size. Static Batching can result in significantly more mesh data being generated, if many batch meshes are created. Static batching is done at build-time, so mobile developers should be aware that static batching can unexpectedly increase your build size. Static Batching can result in significantly more mesh data being generated, if many batch meshes are created.
 +
 +In the Editor static batching occurs after the scene is loaded (after Awake and OnEnable). It is considered a [[https://issuetracker.unity3d.com/issues/static-batching-is-inconsistent-with-the-editor-when-used-in-player-build|bug]].
  
 ==== Lightmap UV Coordinates ==== ==== Lightmap UV Coordinates ====
Line 45: Line 47:
  
  
-Note that the "drawingSettings" settings is only relevant for custom SRPs; in existing RPs it should likely just work as is, as they all support lightmapping in the main pass anyway.+Note that the "drawingSettings" part is only relevant for custom SRPs; in existing RPs it should likely just work as is, as they all support lightmapping in the main pass anyway.
static_batching.txt ยท Last modified: 2021/12/13 19:18 by uninomiconadmin