Unity offers a second batching mechanism through Static Batching. The purpose of this feature is to grant us a way to batch nonidentical meshes of any size into a single batch with a similar goal and methodology to Dynamic Batching, but solving the problem for a different set of conditions. The essential difference between the two batching methods is that Static Batching occurs during application initialization, whereas Dynamic Batching takes place at runtime. We therefore have a lot more control over when and where Static Batching takes place.
Note
Static Batching is available in all editions of Unity 5, but only in the Pro Edition of Unity 4. Unity 4 Free users will need to upgrade to the Pro Edition to make use of this feature.
The Static Batching system has its own set of requirements:
As the name implies, the meshes must be flagged as Static
Additional memory must be set aside for each mesh being statically batched
The mesh instances can come from any source mesh, but they...