Version: 2021.3
LanguageEnglish
  • C#

StaticEditorFlags

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Describes which Unity systems consider the GameObject as static, and include the GameObject in their precomputations in the Unity Editor.

Setting StaticEditorFlags at runtime has no effect on these systems.

For more information, see the Unity Manual documentation on StaticEditorFlags.

Additional resources: GameObjectUtility.SetStaticEditorFlags, GameObject.isStatic

Properties

ContributeGIInclude the target Mesh Renderer in global illumination calculations.
OccluderStaticMark the GameObject as a Static Occluder in the occlusion culling system.
OccludeeStaticMark the GameObject as a Static Occludee in the occlusion culling system.
BatchingStaticCombine the GameObject's Mesh with other eligible Meshes, to potentially reduce runtime rendering costs.
NavigationStaticInclude the GameObject when precomputing navigation data.
OffMeshLinkGenerationAttempt to generate an Off-Mesh Link that starts from this GameObject when precomputing navigation data.
ReflectionProbeStaticInclude this GameObject when when precomputing data for Reflection Probes whose Type property is set to Baked.