Search Issue Tracker
Fixed in 2020.2.X
Votes
4
Found in
2017.4.0f1
2018.3.0a1
2018.3.11f1
2019.1.0a1
2019.2.0a1
Issue ID
1143037
Regression
No
Static Batching is recalculated for every loaded scene additively when using multiple Scenes
How to reproduce:
1. Open the attached "BugRepro.zip"
2. Open up the CPU Profiler and enable Deep Profiling
3. Start Editor Profiling
4. Enter the Play Mode
5. Turn off Editor Profiling and inspect the Performance spike in the Profiler Spike
Expected Behavior: The Play Mode loads fast and List'1.add() under InternalStaticBatchingUtility.Combine() has only 3200 Calls (4008)
Actual Behavior: The Play Mode loads slow and List'1.add has 14400 Calls ((1+2+3+4+5+6+7+8)400) even though only 3200 Objects are present
Reproducible with: 2017.4.30f1, 2018.3.12f1, 2019.1.0b10, 2019.2.0a11
Note: InternalStaticBatchingUtility.Combine() is called 8 times. If you put all the GameObjects into one scene - the issue does not reproduce.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note (fix version 2020.2):
Fixed in: 2022.1.0a15