Introduction to static batching
Understand how Unity creates batches of static GameObjects to reduce draw calls.
読み終わるまでの所要時間 1 分最終更新 25日前
Static batching is a draw call optimization method that combines meshes that use the same material, so that Unity can render them using fewer updates to the render state. Static batching can improve performance, memory efficiency, and reduce CPU overhead, leading to a smoother frame rate and better player experience.
Static batching combines multiple static meshes into one vertex buffer and one index buffer, using coordinates in world space. Each buffer can contain up to 64,000 vertices, but Unity can create multiple batches.
Static batching has the following limitations:
- Static batching supports only Mesh Renderers. Static batching doesn't support Skinned Mesh Renderers.
- Static batching of transparent GameObjects might be limited because Unity sorts all meshes back-to-front before batching.
You can also manually combine meshes, but as a result you can't cull meshes individually.