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Unity Engine


Combine

Combines all children GameObjects of the staticBatchRoot for static batching.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Combine(GameObject)

Combines all children GameObjects of the
staticBatchRoot
for static batching.
public static void Combine(GameObject staticBatchRoot)

Parameters

staticBatchRoot

The GameObject that should become the root of the combined batch.

Remarks

Static batching is a draw call batching method that combines meshes that don't move to reduce draw calls. For more information about static batching, see Static batching.
This method copies the mesh data of the GameObjects into a single internal mesh. Each original GameObject is still present in the Scene which means Unity can still cull them individually.
All child GameObjects under the
staticBatchRoot
must be eligible for static batching. For information on the eligibility requirements for static batching, see Static batching at runtime.
After you combine the GameObjects, you can't change the Transform properties of the children. However, you can change the Transform properties of the
staticBatchRoot
. Doing so transforms the entire combined batch.
Note: You don't need to use this method with GameObjects you marked as Batching Static in the Editor. Unity prepares these GameObjects for static batching when it builds the Player.

Combine(GameObject[], GameObject)

Combines all GameObjects in
gos
for static batching and treats
staticBatchRoot
as the root.
public static void Combine(GameObject[] gos, GameObject staticBatchRoot)

Parameters

The GameObjects to prepare for static batching.

staticBatchRoot

The GameObject that should become the root of the combined batch.

Remarks

Static batching is a draw call batching method that combines meshes that don't move to reduce draw calls. For more information about static batching, see Static batching.
This method copies the mesh data of the GameObjects into a single internal mesh. Each original GameObject is still present in the Scene which means Unity can still cull them individually.
All GameObjects in
gos
must be eligible for static batching. For information on what a GameObject needs to be eligible for static batching, see Static batching at runtime.
After you combine the GameObjects, you can't change the Transform properties of the children. However, you can change the Transform properties of the
staticBatchRoot
. Doing so transforms the entire combined batch.
Note: You don't need to use this API on GameObjects you marked as Batching Static in the Editor. Unity prepares these GameObjects for static batching when it builds the Player.