Version: Unity 6.3 LTS (6000.3)
Language : English
Set up GameObjects for batching
Batch meshes at runtime

Batch static meshes at build time

To batch static GameObjects at build time, enable static batching. For more information about batching, refer to Introduction to batching meshes.

Follow these steps:

  1. Go to Edit > Project Settings > Player.
  2. In Other Settings, enable Static Batching.
  3. In the Scene view or Hierarchy window, select the GameObject that you want to batch. You can select multiple GameObjects at the same time to enable static batching for all of them.
  4. In the Inspector window, select the Static Editor Flags dropdown and enable Batching Static.

If you use static batching at build time, Unity doesn’t use any CPU resources at runtime to generate the mesh data for the static batch.

Note: Unity uses additional GPU memory to store the combined meshes, even if the meshes are the same. For example, marking trees as static in a dense forest environment can have a large impact on memory. If static batching uses too much memory, combine meshes manually instead.

If a mesh is culled because it’s outside the camera view, Unity might not be able to draw all the meshes in a single draw call. This is because the culled mesh leaves a gap in the combined vertex buffers.

Additional resources

Set up GameObjects for batching
Batch meshes at runtime