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