Dynamic Mesh Combiner Lite
TeoGames
$0.0
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Date |
Price |
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Date |
Price($) |
12/11(2023) |
0.0 |
11/26(2024) |
0.0 |
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A powerful tool that seamlessly combines either skinned or regular mesh renderers. It allows for both animated and static output with support for LODs* and dynamic object manipulation.Dynamic Mesh Combiner will help optimize the performance of all your 3D models while still maintaining visual quality. Whether you're working on a mobile game, a PC game, or a VR project, Dynamic Mesh Combiner is the ultimate tool for reducing draw calls and improving performance in your Unity project.To start combining, simply add the 'MC Mesh Combiner' component to the root game object and 'MC Combinable' or 'MC LOD Combinable' (Experimental) to any child renderers that you want to combine. The asset will take care of the rest automatically and will update if the objects are moved!If you'd like to try out Dynamic Mesh Combiner to see if it’s the right fit for your project, we offer a free demo version that you can try out before purchase. Simply contact us and we'll be happy to provide you with a copy for non-commercial use.This is DEMO version. Full version - Dynamic Mesh CombinerDynamic Mesh Combiner offers a range of features, including:Support for both skinned mesh renderer and regular mesh renderer, giving you the flexibility to optimize a wide variety of objects and modelsAbility to output both animated and static meshes, providing a versatile solution for all of your mesh optimization needsAutomatic and manual mesh combining, allowing you to easily reduce draw calls and improve performance with just a few clicksSupport for dynamically added objects, making it easy to optimize objects that are added to the scene at runtimeBuilt-in collision detection and support for physics objects, so you can ensure that your optimized meshes work seamlessly with the rest of your projectSeamless integration with Unity's component-based architecture, making it easy to incorporate Dynamic Mesh Combiner into your existing workflowSupport for LOD (Level of Detail) groups, so you can optimize your meshes based on distance or other criteria. (Experimental)Ability to combine meshes in grid chunks, giving you greater control over the optimization process and making it easier to manage large scenesWorks with outline assets: Ultimate Outlines & Highlights, Easy Performant Outline (see docs)Full version give additional features:Ability to combine meshes in collider, bounds and 3d grid chunks (you can define custom areas for mesh grouping)Baking color-only materials. If you have color-only materials then you bake them into a single texture at runtime. Also you can add your own baking logic for baking texturesSupport for BlendShapes to bake both in separate mesh (for better performance), or single oneSupport custom profiler (Unity 2021.3 and later)2D and 3D grids for LODAbility to disable material-level cache to reduce memory usage (but in cost of slower baking in some cases)Feel free to consult the documentation before use or join our discord server if you have any questions!The following assets were used in asset, trailer and tutorial videos and authorized by authors to be used:RPG Poly Pack - LiteDynamic Mesh Combiner offers a range of features, including:Support for both skinned mesh renderer and regular mesh renderer, giving you the flexibility to optimize a wide variety of objects and models.Ability to output both animated and static meshes, providing a versatile solution for all of your mesh optimization needs.Automatic and manual mesh combining, allowing you to easily reduce draw calls and improve performance with just a few clicks.Support for dynamically added objects, making it easy to optimize objects that are added to the scene at runtime.Built-in collision detection and support for physics objects, so you can ensure that your optimized meshes work seamlessly with the rest of your project.Seamless integration with Unity's component-based architecture, making it easy to incorporate Dynamic Mesh Combiner into your existing workflow.Support for LOD (Level of Detail) groups, so you can optimize your meshes based on distance or other criteria. (Experimental)Ability to combine meshes in chunks, giving you greater control over the optimization process and making it easier to manage large scenes.