![]() ![]() What makes MCS it stand out is the cell based combining and it supports LODs. MCS you can combine meshes manual as well. It's an automatic cell based combining as replacement for Unity's static batching, while as far as I know Mesh Baker is a manual combiner. *stones*, would filter for anything with the word 'stones' in it). Although using original colliders are faster if they are primitive colliders.ĭo I have to add objects to the combiner manually, or by tag or layer?īased on a parent (will add the option for multiple parents in the next update), and then filter options like bounds, layer, tag and name (e.g. Yes you can choose to add Mesh colliders to the combined meshes. Yes this option is in the runtime combining, in the Editor you'd like to keep the original GameObjects.Ĭan you specify to combine colliders also(optionally)? Yes it does, if a cell goes over limit it creates multiple combined meshes.ĭoes it destroy the original gameobjects when it does the combiner and keep their uncombined collider active? ![]() In the next update this will be possible, also I will document the API for it.ĭoes it handle the 65k very limited gracefully? The right filtering can increase the performance boost and save memory.Ĭan you add and subtract gameobjects on the fly and rerun the combiner? * Extensive search conditions which GameObjects with meshes to include. different cell sizes, removal of geometry, etc. * Multiple MCS prefabs can be used for different settings, e.g. * Runtime console to test and find the fastest combining settings (a build is the way to test true performance gains, which are higher than in Unity Editor). * Supports negative scaling and double shadows. * Extensive lightmapping support for realtime and baked GI (copying of baked GI without the need for rebaking). LODs are switched per cell which give better performance and less LOD popping. * Combine dynamic meshes (Multiple meshes for one moving part can be combined into one mesh). * Automatically switches between rendering combined or original GameObjects and can be easily reverted. * Original GameObjects components keep working, e.g. This can reduce +50% of the geometry by itself and +80% with the inside and below terrain removal. * Remove backface culling triangles and vertices on the background geometry (where the camera can never go). * Remove overlapping geometry with its extension MCS Caves and Overhangs, which can reduce 60-75% of the geometry together with below terrain removal. for rocks this can reduce +35% of the geometry. * Remove triangles and vertices that are under any surface (terrain and/or meshes). * No vertex or triangle increase compared to original meshes. * Fully automated combining like Unity’s static batching (but with more options), no tedious manually combining and get results in a few clicks. * Can be used as a faster alternative to Unity’s static batching and can give significant to drastic performance improvements. * Cell based mesh combining, which is optimal for culling, z-sorting and LOD switching. * Advanced and performant multi-threaded combine job manager with low memory overhead and GC friendly. * Easy to use, simple and self explaining Inspector with tool-tips. * Supports all mesh formats that Unity supports (.fbx. * Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc). MCS boosts performance about 2170%! (from 37 to 805 fps) on my Nvidia 980TI compared to Unity’s batching: Here is a demo build of an example Scene from a popular modular Asset called Dungeon Architect. On top of that MCS supports LOD meshes and the LOD Group components are replaced by a more performant octree based LOD switch system, which gives less LOD popping artifacts as a bonu s. Less objects need to be culled and z-sorted. Not only are the draw calls greatly reduced, but since MCS combines meshes into cells, it dramatically improves culling performance as well. It works great on systems that use modular meshes as well as static objects like buildings, props, rocks, etc. The smaller the to combining meshes are the more performance improvement it gives. MCS can give up to +20x better performance compared to Unity’s static batching. ![]() Just simple drag and drop a MCS prefab in your Scene and tweak some values to your specific needs and you are ready to go. Instead of manually combining meshes, which is very tedious, MCS will do this automatically for you and the performance improvements it gives cannot be achieved with manual combining. ![]()
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