Combining meshes
Forcefully combining meshes into a large, single mesh can be a convenient option to reduce draw calls, particularly if the meshes are too large for dynamic batching and don't play well with other statically batched groups. This is essentially the equivalent of static batching, but it is performed manually, so sometimes it's a wasted effort if static batching could take care of the process for us.
Be aware that if any single vertex of the mesh is visible in the scene, then the entire object will be rendered together as one whole. This can lead to a lot of wasted processing if the mesh is only partially visible most of the time. This technique also comes with the drawback that it generates a whole new mesh asset file that we ...
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