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How does static batching handle mesh colliders?

Discussion in 'Editor & General Support' started by Crayz, Apr 9, 2020.

  1. Crayz

    Crayz

    Joined:
    Mar 17, 2014
    Posts:
    194
    I am building asset budnesl to be loaded at runtime and required to separate my collision data from rendering data due to static batching causing the colliders to get messed up. I'm basically setting the entire map to static, and some material may be used on all sides of the map. I think this causes the collider to span across the entire map.

    Is static batching suppose to handle collision mesh data, or should I continue to separate colliders from renderers?