Multi-Material Atlasing - Skinned Mesh Combiner - Lite
Lylek Games
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Date |
Price |
---|---|
日期和时间 |
价钱($) |
05/26(2021) |
0.0 |
11/20(2024) |
0.0 |
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SKINNED MESH COMBINER
♦ Pro version is available here: Skinned Mesh Combiner Pro
♦ For any issues you may contact support at lylekgames.com.
♦ This asset is free for commercial use.
PLEASE FEEL FREE TO USE THIS ASSET TO TEST COMPATIBILITY WITH YOUR CHARACTERS.
⚠ This asset is intended for testing purposes only and may not be ideal for use in your project build. As this version of the asset does not contain the Save feature, it is recommended that you disassemble the mesh after combine to clear all combine data stored in the scene. For a better understanding, please read and adhere to the warning labels presented when using this asset, or use the pro version.
♦ Supports Standard 2019.3.2+
⚠ Does not work with all Unity versions. For instance, this asset incurs a buffer error in Unity 2019.4.40 (however it is not known to appear in previous 2019 versions, such as 2019.3.2, or later 2020+ verions).
♦ Combines any number of skinned meshes, with any number of materials, into a single mesh, utilizing a single material and texture atlas.
♦ Useable in Editor and during Runtime.
♦ This is an ideal tool for games requiring multiple, interchangable armors, or any number of character appearance options - easily combine all of your customizations into one.
♦ Not limited to humanoid characters. Any skinned meshes utilizing any animation type will work just as well.
LITE
✔ Skinned mesh combine
✔ Standard material
✔ Diffuse map atlasing
✘ Save data
✘ HDRP material
✘ URP material
✘ Normal map atlasing
✘ Specular map atlasing
✘ Ambient occlusion map atlasing
✘ Mask map atlasing
LIMITATIONS
♦ Please be aware of the limitations to ensure this asset works for you.
Orientation
♦ Your character must be imported properly into Unity, with an orientation of (0, 0, 0). As well, your character's root armature must also have proper orientation within the root game object (also, (0, 0, 0)). A warning is displayed if these values are not correct, and we provide an easy 'Fix' option to try to resolve them for you.
Textures
♦ All textures of the same material should be the same size (different materials may have different sized textures), and each must have Read/Write Enabled in the Import Settings. We will try to automatically correct these for you, and notify you in the console if there are issues; in which case we may instance your submesh separately from the combine. View the demo video for an example of this occurrence.
Material
♦ Only supports Unity Standard material in Lite version. Does not support custom shaders. Any mesh containing a material that does not use the proper shader will be instanced separately from the combine. An option is provided to force all materials to use the appropriate shader. View the demo video for an example of this occurrence.
Mesh
♦ All skinned meshes must be rigged to an EXACT, identical armature as one another. For example, all armor meshes appended to your character must be rigged with an exact armature as your base character model. If your character's additional meshes are falsely 'rigged', by parenting bones to the base armature hierarchy, the combined mesh will not deform properly.
♦ Only supports SkinnedMeshRenderers. Ignores MeshRenderers and other meshes parented to the character's armature or child bones.
♦ Model must be marked as Read/Write in the import settings.
Duration
♦ As displayed in the video(s), the combining of the character may take a second or so, depending on the size and number of elements combined, as well as the targeted atlas size. This may or may not cause a noticeable hiccup during runtime.
Skinned Mesh Combiner Pro
Support is always available! Please don't hesitate to send me an email if you have any questions!
Website
lylekgames.com
Support
lylekgames.com/contacts