>>266096556
A good way to build worlds is to roughly section the map off with different models, so instead of having 8 houses in one mesh, you make each house its own mesh, but ideally share the same material between those objects. That way unity can batch those houses together and the ones not in view will be culled. One of the most effective things that happen is unity combining meshes in runtime, to allow this mesh to use only 1 drawcall and thats what a batch does.

The drawcalls he mentions are those that would occur if unity would not combine meshes like that. Ingame a batch is the same as a drawcall. Using the Frame Debugger you can see what causes each batched drawcall and as a static batch can only have a maximum of 64k verts i got 5 when the whole scene is in view.

>>266096263
cute