What is required for Static Batching to function properly?

Study for the Unity Certified Associate – Artist Test. Enhance your skills with flashcards and multiple choice questions, with hints and explanations. Get ready for your exam!

For Static Batching to function properly, it is essential to enable the Static Batching selection on each GameObject that you want to be included in the static batching process. When a GameObject is marked as static, it indicates to Unity that the object will not move during the game. This allows Unity to combine the static GameObjects into a single mesh at build time, which significantly improves rendering performance by reducing draw calls.

Each GameObject must be explicitly designated for static batching; otherwise, it will not be optimized. This is particularly useful in scenes that contain many static objects, such as architecture or terrain elements, because it minimizes the overhead caused by rendering multiple objects separately.

The other options do not directly relate to the prerequisites for Static Batching. While reducing the number of GameObjects can be beneficial for performance in general, it isn't an explicit requirement for Static Batching to operate. Similarly, enabling Batching Static on the Camera isn't necessary, nor will disabling other batching methods impact the functionality of Static Batching specifically. The crucial step lies in marking the individual GameObjects as static.

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