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 (400*8)
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
- Material does not update when setting an enum keyword using EnableKeyword
- AddComponentMenu.componentOrder has no effect on the "Add Component" menu in the Inspector window
- Distant objects become visibly illuminated when looking through the volumetric fog with SSGI enabled
- WebGL build crashes when opening a ZipArchive entry and "Code Optimization" is not set to the default "Shorter Build Time"
- Severe visual artifacts happen in the Editor when using GrassFlow package assets with Compute Shader
Resolution Note (fix version 2020.2):
Fixed in: 2022.1.0a15