Static Batch Elements
The PolySpatialStaticBatchElement component provides a hint to the platform that a GameObject
containing a MeshRenderer
will never move relative to a root GameObject
or to the scene root (depending on the value of the Root
property). This allows the platform to batch meshes that share the same root together, reducing the number of draw calls and (often) improving performance. For more information on static batching, refer to the documentation for StaticBatchingUtility. Note that on visionOS, PolySpatial cannot separately control the visibility of batch elements. Elements with the same material and lighting parameters are simply combined into a single mesh and rendered together.
The PolySpatial Static Batch Element
component exposes the following properties:
Property | Description |
---|---|
Root | The root GameObject relative to which the element will stay fixed, or None if it will stay fixed relative to the scene root. |
Apply to Descendants | If true, all descendants of the GameObject to which the component is attached will also be considered static with respect to the root. |
Static Editor Flags
If Static Batching is enabled in the Player settings, GameObjects with Batching Static
enabled will automatically receive instances of PolySpatialStaticBatchElement
that batch them relative to the scene root.