So ive read into the Level Batching document on the Unturned Documentation and have tried to understand it. So far ive understood that objects apply for batching if they fulfill these requirements
This is the texture the bench uses, I first thought I made a separate wooden texture for the bench but then noticed I used this one with its brown pixels
Also how do I get the option -LogLevelBatchingTextureAtlasExclusions enabled is it like this?
Where exactly is that log stored is it just the error log?
Is the LOD0 and LOD1 of the bench using the same material? If so then it should be atlased. Perhaps the uvs of LOD1 is out of bounds? Try -ValidateLevelBatchingUVs.
Anyways, here are some basic info on batching.
Shader: Standard (Decalable), Standard (Specular setup) (Decalable), Custom/Card, Custom/Foliage
Filtering mode must be:
Point if Standard (Decalable) orStandard (Specular setup) (Decalable)
Trilinear if Custom/Foliage
Any if Custom/Card
Cannot use most PBR. Must be 0 or 1 depending on property, beware that default values aren’t always 0 or 1!