title: How should I watch and consider "batches" and "saved by batching" in Unity?
body: <p>I am developing an android game and I have some lag under the &quot;rendering&quot; section of the profiler even if I have just a few objects (2k triangles) and simple shaders.</p>
  <p>I was looking at the <strong>batches</strong> section of the Unity Stats and I saw that once I start and the level is generated there are about <strong>250 batches</strong> and the 95 % that number is <strong>saved by batching</strong> because most of my objects are static.</p>
  <p><a href="https://i.stack.imgur.com/PG0hP.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/PG0hP.png" alt="" /></a></p>
  <p>Online I saw that the total number of batches should be the one on the stats, in my case 27, + the number saved, in my case 256. So I thought that, even after the static batching, I had 271 batches which is too much for android.</p>
  <p>That is when I tried to remove objects to see which one of them was creating so many batches, but every time I remove one of my static objects the <strong>saved by batching</strong> also decreases.</p>
  <p>My question is: if I remove an object and it is decreasing also the <strong>saved by batching</strong> stat, does it mean that the object is batched well or it does not mean anything? I have actually still 271 batches or do I have to do 271 - 256 and so I have actually just 15 batches (which is perfect, but I still not understand my lag by the way).</p>