Many optimisations need to know if an object can move during gameplay. Information about a Static (ie, non-moving) object can often be precomputed in the editor in the knowledge that it will not be invalidated by a change in the object’s position. For example, renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary can be optimised by combining several static objects into a single, large object known as a batch.
The inspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary for a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary has a Static checkbox and menu in the extreme top-right, which is used to inform various different systems in Unity that the object will not move. The object can be marked as static for each of these systems individually, so you can choose not to calculate static optimisations for an object when it isn’t advantageous.
The Everything and Nothing enable or disable static status simultaneously for all systems that make use of it. These systems are:
See the pages about these topics for further details on how the static setting affects performance.