Search Unity

Static Batching - Multiple Forward Lights interfering

Discussion in 'Global Illumination' started by kibebe91, Aug 9, 2019.

  1. kibebe91

    kibebe91

    Joined:
    Oct 24, 2015
    Posts:
    2
    Hi,

    I'm working on optimization of the game we working on and i have some questions. I want to have as much static batches as i can but some things interfere. For must of them, i solved the problems but one is particularly resistant : An Object is affected by multiple Forward lights.

    What does this mean exactly ?

    I baked all my scene, the scene is in substractive and i have only one mixed light (directional light). The other lights are realtime lights (less than four) but with a culling mask on my static objects (i suppose i can mask the effects of the light for my static objects with it). I have multiple baked lights but i suppose it is not the problem... Am i wrong ?

    Mixed light on directional have an impact on static batching for objects marked as static ?

    Sometimes, i can't batch with the previous one because objects are lightmapped ? But what the meaning of this ? (i already know that i can only see the static batching when the game is built) -> What this mean when it's happening during a built version of the game ?

    Thanks you by advance for your answers :)
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
  3. kibebe91

    kibebe91

    Joined:
    Oct 24, 2015
    Posts:
    2
    Hi !

    Thanks a lot for your answer ! I figured that out ! :) But these threads answer to my questions.

    Just one question : I have a non-static batching because of this : "object is lightmapped". What does this mean?