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Confused on static batching, change again?

Discussion in 'General Graphics' started by SAIKYOU, Jan 8, 2018.

  1. SAIKYOU

    SAIKYOU

    Joined:
    Oct 20, 2014
    Posts:
    5
    From unity 5.0 - 5.2.4 version, I used some tools, like PIX, GPA etc, to debug draw calls in unity, I found unity did not draw a big mesh (those objs marked as static batching ) but each draw call of submesh instead, compared to 4.xxx version. And doc says " Technically it does not save 3D API draw calls, but it saves on state changes between them (which is the resource-intensive part)." However, i used unity 5.6.xxx version recently, tactic of static batching is reverted to drawing a big mesh. The test scene i used is pretty simple, just 3 built-in box, same material, marked as static batching, build a windows exe, use GPA to check draw calls . Could anyone explain the blackbox of static batching in unity, I really appreciate any help you can provide.

    P.S. forgiving me poor english