# Batcher This setting determines how the meshes are combined. We provide two options here: ## MaterialPreservingBatcher ![](.//media/image21.png) HLOD meshes are created by grouping meshes with the same material. We use the existing material as it is. ## SimpleBatcher ![](.//media/image8.png) Even if the material of adjacent meshes is different, we always merge the meshes and create a new material for the merged mesh. To do this properly, we need to combine the textures referenced by different materials into textures referenced by the new material, and accordingly perform UV-remapping when building the merged mesh. We have a number of settings that specifies how this process should be performed: **Pack texture size**: Sets the size of the generated texture atlas. **Limit texture size**: Sets the maximum area each source texture occupies. If (because of this setting) there is unused space after all source textures are copied to the generated texture atlas, HLOD system will try to reduce the size of the generated texture atlas. **Material**: Sets the material for the merged mesh. If not set, we'll use *Standard Shader*. **Textures:** An entry X-Y here means we find all textures referenced as property X from materials used by meshes in the HLOD hierarchy, merge them together into a combined texture atlas and set this texture atlas as parameter Y in the new generated material. Note that this means HLOD system would only work properly if all the materials used by the meshes in the HLOD hierarchy have a similar texture input naming convention. **Update texture properties:** The **Textures** setting tries to collect appropriate material properties for the GUI drop-down, but sometimes this does not work properly. Press this button if some material property you want to use for the **Textures** setting is missing.