Unity3d static batch processing and dynamic batching

Source: Internet
Author: User

The object is static, mostly used for stationary objects, in addition to static there are many, some for baking, and some for occlusion culling physical effects are rigidbody components, and this does not matter, with transform. Translate can't move because he's been treated as a stationary object.

To better use static batching, you need to clearly indicate which objects are stationary and never move, rotate, and scale in the game. To complete this step, you only need to tick the static check box in the detector (Inspector), as shown in:

Dynamic batching has the same scale value as the same material.

      • Don ' t use scale. Objects with scale (1,1,1) and (2,2,2) won ' t batch. 
      • uniformly scaled objects won ' is batched with non-uniformly scaled ones.
        uniformly scaled objects are not batched with non-uniformly scaled objects.
        • Objects with scale (1,1,1) and (1,2,1) won ' t is batched. The other hand (1,2,1) and (1,3,1) will be. 
          two objects using scale scale (1,1,1) and (1,2,1) are not batched, However, two objects using the scale scale (1,2,1) and (1,3,1) will be batched.
        • Objects with Lightmaps has additional (hidden) material Parameter:offset/sca Le in Lightmap, so lightmapped objects won ' t is batched (unless they point to same portions of Lightmap)  

Unity3d static batch processing and dynamic batching

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