A professional LOD system with a high-speed Burst core. Batch process assets, then use brushes to art-direct the reduction for precise, localized results. Full Runtime API.Core asset scripts (Burst LOD, Scene Object Replacer, Mesh Quality Analyzer, Starship Controller) are C# logic and compatible with Built-in, URP, and HDRP.The included demo scene is configured for URP. To use the demo in Built-in or HDRP, you must convert the materials (e.g., from URP/Simple Lit to Standard or HDRP/Lit). You can also import without the "Demo" folder.BurstLOD is a professional, Burst-powered optimization suite engineered for high-performance Unity development. Built entirely on the foundation of the Unity Job System & Burst Compiler, it provides a complete, high-speed workflow for generating, refining, and deploying superior-quality mesh LODs.High-Performance, Feature-Rich DecimationThe core of the asset is its high-performance decimation engine. Leveraging the Job System and Burst, it enables incredibly fast, asynchronous batch processing, allowing you to generate LOD chains for entire folders of assets without freezing the editor.This is not just a simple triangle reducer. The engine is a robust, production-ready solution that intelligently handles complex mesh data. It provides full, topology-aware support for:Skinned Meshes: Preserves bones, skinning weights, and bone hierarchy.Blendshapes: Correctly decimates meshes that contain morph targets.UVs & Attributes: Preserves all UV channels (up to 8), vertex colors, and tangents.You have deep, granular control over the final result. The system is not a "black box." You can precisely define the quality of your optimization with features like:Per-Submesh Quality: Protect critical geometry by assigning different quality targets to different materials (e.g., keep a character's head at 85% while optimizing the body to 50%).Curvature Preservation: Maintains your model's silhouette and defining curves.Edge & Seam Protection: Preserve sharp, hard-surface edges and protect UV seams to prevent texture distortion.Topology-Aware Algorithms: Includes options to promote Uniform Triangles, resulting in cleaner, more stable topology for lighting and shading.Despite its deep feature set, BurstLOD emphasizes an efficient Profile-First Workflow. Save complex configurations as reusable DecimatorProfile assets, allowing you to achieve consistent, high-quality results across your entire project with just a few clicks.Instant Visual FeedbackA critical part of the workflow is the Interactive Preview Window. As you adjust any setting—from quality percentages to preservation strength—the 3D preview of your mesh updates in near real-time. This instant feedback loop allows you to see the precise effect of your changes immediately, eliminating guesswork and enabling rapid, artistic iteration to get the perfect result.Interactive Sculpting: Go Beyond AutomaticFor when automatic decimation isn't enough, BurstLOD includes a powerful Interactive Sculpting Mode. This system moves optimization from a global, whole-mesh operation to a localized, artistic tool. If an automatic LOD has a small flaw—like a collapsed shoulder or a lumpy surface—you can enter the sculpt mode for that specific LOD and fix it manually.Using a familiar brush-based workflow, you can:Locally Decimate: Paint to reduce triangle density only in specific areas.Smooth: Use the Relax brush to clean up noisy or uneven surfaces.Inflate / Deflate: Restore lost volume or fix collapsed geometry.Erase / Cleanup: ManNually delete unwanted triangles or Fragment artifacts.Intelligent Mesh FusionTo optimize complex, multi-part assets, the suite includes Intelligent Mesh Fusion. This feature is essential for objects like vehicles, characters with armor, or modular environment pieces that are built from many separate meshes.BurstLOD can automatically combine these separate hierarchies into a single, contiguous mesh. This not only dramatically reduces draw calls but also solves the most common problem with decimation: gaps and seams appearing between the separate parts at lower LODs. The fused mesh is then decimated as a single, solid object, ensuring a high-quality, gap-free result.Powerful Runtime Decimation APIBeyond the editor, the entire BurstLOD engine is exposed via a robust Runtime API, allowing you to bring dynamic mesh processing into your live game. This system is designed for high-performance, multi-threaded execution to run alongside your gameplay without blocking the main thread.The runtime system offers two primary applications:Dynamic LOD Generation: You can call the decimation engine from your scripts to generate LODs for any mesh created at runtime. This is an essential feature for games with procedural environments, user-generated content (UGC), or dynamically-loaded assets that do not have pre-built LODs.Even locally reduce the polycount of a mesh with the runtime LODReducer brush.Runtime Sculpting & Destruction: This component-based framework (DynamicMeshInstance, DynamicMeshManager) allows you to use the core sculpting features as in-game interactions. You can attach brushes to projectiles, laser beams, or physics collisions. This allows players to:Carve holes in meshes (using the Vertex Eraser brush).Dent or expand surfaces (using the Inflate/Deflate brushes).Smooth out geometry in real-time.This is the exact system used in the included demo scene, where the starship's weapons can visibly dent, carve, and destroy mesh geometry in real-time.Workflow Suite: Companion ToolsBurstLOD includes two powerful companion tools to manage your entire optimization workflow, from diagnosis to deployment.1. Tool: Mesh Quality AnalyzerA diagnostic tool to inspect your assets before and after optimization. It generates easy-to-read histograms to help you visualize your mesh's health.Find Problems Instantly: Detects hidden issues like holes in the mesh, floating geometry, and invalid geometry that can break lighting or physics.Assess Quality: Provides clear charts on triangle shape and quality, so you can objectively measure the results of your decimation.Optimize Memory: Includes a one-click utility to find and strip unused mesh data (like empty vertex color channels), reducing your asset's memory footprint.2. Tool: Scene Object ReplacerAfter creating your optimized LOD prefabs, this tool lets you deploy them instantly. It's a high-performance, scene-wide "find and replace" utility powered by the Burst Compiler and Job System, capable of handling massive scenes.Replace Anything: Intelligently swap GameObjects, Prefabs, or Materials.Add Variation: Replace one placeholder with a weighted, random pool of new assets (e.g., "replace placeholder_rock with 70% Rock_A and 30% Rock_B").Full Terrain Support: Works on Terrain Trees and Details across multiple terrains at once.Work Spatially: Only replace objects within a specific area (like a box or cylinder) or within a certain altitude range.Smart Placement: Automatically snaps new objects to the ground and can preserve or randomize their rotation and scale.Bonus: Atmospheric Starship ControllerIncluded with BurstLOD is the [Full Asset Name] Atmospheric Starship Controller. While this controller is a high-value asset in its own right, comparable to standalone marketplace offerings, it is included here primarily as a bonus and a practical, complex example demonstrating the integration of the Runtime Decimation API. It is not required for any core BurstLOD features to function.This is not a simple script, but a complete, physics-based atmospheric flight controller featuring:An advanced, modular AI "Brain" using AiAction logic for decision-making.A PID-based SimpleAiPilot for precise AI flight execution.A full combat system with lead-targeting interception calculation.A FactionManager to handle AI intel and respawning.This production-ready example serves as a comprehensive technical demonstration of complex systems (like weapons and physics) interacting with the BurstLOD API in a real-world scenario. It also serves as a preview of our full, standalone starship asset.Included Demo Scene & Assets (Optional)To showcase both the Starship Controller and, more importantly, the Runtime Decimation API in action, the package includes an extensive, interactive demo scene.Massive Environment: Explore a 32km x 32km (1024 km²) world composed of 5 unique terrains, providing a large, open sandbox to test runtime mesh destruction on various included target prefabs.Optimized Assets: All included demo assets (starships, props, environment elements) are highly optimized using shared texture atlases and simple, performant shaders. This ensures the demo runs smoothly while providing clear examples.Controller Agnostic: Similarly, the Atmospheric Starship Controller system is also pipeline agnostic; only its visual implementation within this specific demo scene relies on the provided URP shaders.URP Configuration: Please note that the demo scene itself is configured specifically for the Universal Render Pipeline (URP) and primarily utilizes the URP/Simple Lit shader.Adaptable: The demo can be adapted to the Built-in Render Pipeline or HDRP by manually swapping the materials/shaders on the demo assets.Core Asset Agnostic: Crucially, the core BurstLOD asset (Decimator, Sculpting tools, Runtime API, Analyzer, Replacer) is entirely render pipeline agnostic and works seamlessly with Built-in, URP, and HDRP.Minimal Project Footprint: The demo scene and its specific assets are entirely optional. If you only need the core BurstLOD tools, the controller, or the companion utilities, the demo folder can be safely deleted after import, adding almost zero size to your final project.Note on Asset Versions: The included demo assets are provided in a lower-polygon, texture-optimized format suitable for the demo. As a bonus for purchasing, customers can contact the publisher directly via the support links on this page to request the original, high-detail source models.Invest in BurstLOD to reclaim countless hours, elevate the quality of your optimizations, and unlock dynamic new possibilities for your Unity projects." or something similar that summarizes the benefits (Speed, Quality, Runtime).BurstLOD: Core Engine & Batch DecimatorThe foundation of the suite is a highly optimized decimation engine designed for performance and production workflows.Parallel Architecture: Built entirely on the Unity Job System and Burst Compiler, the engine performs complex calculations across multiple CPU cores. This allows for non-blocking batch processing, enabling you to optimize hundreds or thousands of assets without locking up the Unity Editor.Profile-First Workflow: The Batch Decimator window centers around DecimatorProfile assets. These ScriptableObjects store your complete configuration (global settings, LOD chain parameters, quality targets). Load a profile to instantly apply a complex setup, save your tweaks as new profiles, and share configurations across your team for consistent results. This workflow shifts focus from repetitive setup to fine-tuning.Intelligent Mesh Fusion: Before decimation, the engine can analyze an object's hierarchy and fuse all child MeshRenderers and SkinnedMeshRenderers into a single, temporary mesh.Hierarchy Handling: Includes options (Include Nested LODGroups) to intelligently extract only the highest-detail mesh (LOD0) from prefabs that already contain LODGroups, ensuring you always start with the best source data.Per-Submesh Quality Control: Offers unparalleled control over polygon distribution. Within each LOD level's configuration, you can:Set Processing Mode per material slot (submesh) to Grouped (uses the main quality slider), Isolated (uses a specific quality slider just for that submesh), or Excluded (removes the submesh entirely at that LOD level).This allows artists to precisely allocate triangle budget, preserving detail on critical areas (like faces, hands, logos) while aggressively optimizing less important parts (like undersides or interiors).Advanced Preservation Heuristics: The engine employs sophisticated algorithms to protect visual fidelity:Curvature Preservation: Prioritizes vertices contributing to the model's silhouette and curved surfaces, preventing shapes from becoming overly flat or blocky. Available in Fast and HighQuality modes.Preserve Sharp Edges: Actively identifies and penalizes the collapse of edges that form sharp angles (based on a configurable Min Angle), crucial for hard-surface models.Preserve Geometric Edges: Protects the open border edges of meshes, preventing holes from closing or changing shape unintentionally.Preserve UV Seams / Foldovers: Heavily penalizes or strictly prohibits edge collapses across UV discontinuities, minimizing texture stretching and artifacts.Preserve Manifold Topology: An optional constraint that prevents any edge collapse that would alter the fundamental topology (e.g., merging separate shells or creating non-manifold geometry), ensuring "watertight" meshes remain watertight.Artist-Driven Protection Methods: Influence the algorithm directly:Use Preservation Volumes: Define simple Collider components (tagged "PreserveVolume") within your prefab hierarchy. Any vertices falling inside these volumes will be strongly protected from decimation.Use Vertex Color Protection: Designate a vertex color channel (R, G, B, or A) as a weight map. Paint white for full protection and black for no protection directly onto your model in your DCC tool.Dynamic Optimization Systems: Post-processing and in-process cleanup for superior results at very low polygon counts:The Annihilator: Periodically scans the mesh during decimation, identifying and aggressively removing triangles that are significantly smaller than the current average triangle size ("geometric dust"), freeing up budget for more impactful geometry.Fragment Culling: After decimation, this optional step identifies disconnected islands of polygons. Fragments smaller than a configurable triangle threshold are automatically removed, cleaning up floating debris.Editor Integration & Workflow:Interactive Preview Window: Provides near real-time visualization of the selected LOD level as settings are changed, enabling rapid iteration. Supports Shaded, Wireframe, and Shaded+Wireframe views.Output Modes: Choose between CreateNewPrefab (non-destructive, creates a new prefab asset with the LODGroup) and ModifyInPlace (destructive, overwrites the source prefab while preserving its GUID, automatically creating a backup).Interactive Sculpting & Authoring ToolsFor situations where automatic results need artistic refinement, BurstLOD includes a powerful Interactive Sculpting Mode. This provides direct, vertex-level control within an isolated Scene View environment, operating non-destructively on a temporary copy of your mesh.Localized Optimization: A key advantage is the ability to move beyond global quality settings. Use the LOD Decimator brush to paint reduction strength directly onto the mesh. This is incredibly useful for selectively optimizing dense areas (like the back or underside of an asset) without sacrificing detail elsewhere.Comprehensive Brush Suite: Includes a full set of UV-safe brushes for manual refinement:Relax: Smooths noisy or uneven surfaces while preserving volume.Inflate/Deflate: Restores volume to areas collapsed by decimation or carves new details.Pinch/Push: Sharpens creases or spreads vertices apart across the surface.Vertex Eraser: Manually delete specific vertices and their connected triangles.Fragment Cleanup: Quickly remove small, floating geometry artifacts left by decimation or modeling errors.Advanced In-Editor Authoring: The sculpting environment also includes tools for significant mesh modifications before final LOD generation:Kitbash Manager: Fuse external prefab assets directly into the mesh being sculpted, automatically integrating geometry and materials – perfect for adding details or combining kits.Submesh Manager: Inspect and completely delete geometry based on material assignments (e.g., removing hidden interior faces).Runtime API & Dynamic Mesh SystemThe entire BurstLOD engine is accessible at runtime via a robust API, designed for high-performance, real-time mesh processing during gameplay. The system uses a multi-threaded, batch-processing approach to handle modifications without blocking the main game loop.This runtime capability unlocks two major features:Dynamic LOD Generation:Generate LODs on-the-fly for meshes created or loaded during gameplay.Essential for scenarios involving procedural content generation, user-generated content (UGC), or dynamically streamed assets where pre-computed LODs aren't feasible. Runtime Sculpting & Destruction:A component-based framework (DynamicMeshInstance, DynamicMeshManager) allows you to apply sculpting operations based on game events.Attach brushes to projectiles, laser beams, physics collisions (DynamicMeshCollisionTrigger), or trigger them via script.Enables interactive effects like carving holes (Vertex Eraser), creating dents or bulges (Inflate/Deflate), smoothing impacts, or even locally reducing polycounts (LODReducer) in real-time.Includes systems for automatic mesh reversion ("healing") over time and a destruction threshold system to trigger events when an object loses a certain percentage of its geometry.The architecture is built for performance, batching modification requests to minimize the overhead of mesh updates.Workflow Suite: Companion ToolsBurstLOD includes two powerful, standalone companion utilities to complete your optimization pipeline. These tools are fully independent (residing in their own assemblies with no dependencies on BurstLOD) but can be optionally linked via an included integration helper.1. Tool: Mesh Quality AnalyzerA technical inspection tool to diagnose assets before and after optimization, providing insights far beyond the standard Inspector.Topological Health & Fragment Analysis: Detects critical structural issues like Border Edges (holes), Non-Manifold Edges (invalid geometry), and disconnected Mesh Fragments (floating geometry).Data Visualization Histograms: Generates clear, interactive histograms for key metrics like Shape Quality, Relative Area, Vertex Valence, and UV Distortion, allowing you to see the distribution of quality at a glance.Uniform Data Detection & Strip Channel Utility: Finds and strips redundant mesh data (like uniform vertex colors or unused UVs) with a single click to reduce memory footprint.2. Tool: Scene Object ReplacerA high-performance, Burst-powered utility for rapidly finding and replacing objects across massive scenes, perfect for deploying your newly generated LOD prefabs.Multi-Mode Replacement: Intelligently swaps GameObjects, Prefabs, Materials, and fully supports Terrain Trees and Terrain Details across multiple terrains.Probabilistic & Weighted Replacement: Don't just swap 1-to-1. Replace a source with a weighted random pool of new assets, and set a percentage chance for any object to be replaced at all, adding natural variation.Advanced Filtering: Precisely target objects by Tag, Layer, Component/Script, or confine the operation to a specific Spatial Filter (Box, Cylinder) with height constraints.Smart Placement: Automatically Snap to Ground, Align to Ground Normal, and preserve or randomize the rotation and scale of new objects.Comprehensive Online DocumentationThis asset is fully supported by extensive online documentation, providing in-depth details on every feature, component, API, and workflow.BurstLOD (Core System & Runtime API): https://docs.google.com/document/d/1Sk9thBSGfofy9_fclAIcv66rbWjJ4WfckWfhqC3beGU/edit?usp=sharingMesh Quality Analyzer (Companion Tool): https://docs.google.com/document/d/1NdOlMbaglXAGenU6iqrGbhmmPSX5w2mi-AiSKup6lGY/edit?usp=sharingScene Object Replacer (Companion Tool): https://docs.google.com/document/d/17nEy12v5nKBteGeaMf7HBRJQbVZTg1iOVrQPSPJiQb8/edit?usp=sharingAtmospheric Starship Controller (Demo Controller): https://docs.google.com/document/d/1bK8_wqpfBkHQ05B-Yrv6QLEylCNeUeeQzIWG-dmVrLk/edit?usp=sharingGenerative AI was used to create several 3D models (meshes) provided exclusively within the optional demo scene. This content is not integral to the core asset's functionality.We included these models intentionally as a stress test to showcase BurstLOD's powerful and robust processing pipeline. The system is designed to successfully optimize challenging assets, including those with the unconventional UV layouts and complex topologies common to AI-generated meshes.