Mesh Utility package
Introducing our Mesh Utility package featuring Landscape Simplifier, Mesh Combiner, and Mesh Cutter – powerful tools to enhance your Unity project’s GPU and CPU performance.
Landscape Simplifier:
Generate textures effortlessly with configurable options such as target textures resolution, landscape size, and distances. Customize layers, sky rendering, and generate specific sides. Support sprite and mesh modes seamlessly across Built-in, URP, and HDRP.
Mesh Combiner:
Combine meshes from child hierarchy mesh renderers with ease. Choose between 16 and 32 bit modes, configure mesh pivot, and decide whether to keep or remove generated mesh channels like UVs and colors. Auto-generate Lightmap UV with configurable options. Save generated meshes as assets or export as FBX for maximum flexibility.
Mesh Cutter:
Efficiently reduce vertex and triangle counts in scene geometry. Operate on current GameObject or objects in child hierarchy with customizable rules. Choose from various view modes such as point, plane, region, and mixed. Utilize cutting modes like Backfacing or Unseen for optimal results. Preview cut effects in the scene view and configure cutting angles and resolutions. Collaborate seamlessly with Landscape Simplifier for enhanced performance.
Landscape Simplifier
Generate textures based on configuration
Support for Built-in, URP and HDRP
Configuration of target textures resolution
Configuration of target landscape size and distances
Configuration of used layers and sky rendering
Configuration which sides will be generated
Support sprite and mesh modes
Mesh Combiner
Allow to combine all meshes from mesh renderers in child hierarchy
Support 16 and 32 bit modes
Configuration of generated mesh pivot
Configuration of keeping/removing generated mesh channels like UV’s, colors etc.
Support for auto generation of Lightmal UV for generated mesh with configuration
Support mesh saving as asset or export as FBX
Mesh Cuter
Allow to reduce vertex and triangles counts in scene geometry
Option to operate on current GameObject or objects in child hierarchy with ability to set rules which objects should be processed
Option to optimize meshes unused submeshes and missing materials
4 modes for select view position: point, plane, region and mixed containing all of them:
Point mode allow to set virtual world position points or add points as Transforms
Plane mode allow to create virual planes with given precision
Region mode allow to create virtual regions with given precision. triangles inside regions are always visable
All of view modes can be easly edited using tool in scene view
2 cuting modes: Backfacing and Unseen:
Backfacing:
Cuting vertexes by mathematically calculation of acceplable angles between triangles and views
Configuration allow to setup acceptable cuting angle
Support preview in scene view
Unseen:
Cuting vertexes by graphical calculation of triangle visability
Configuration of checking resolution and checking layers
Configuration of scene geometry consideration, if scene geometry is ignored during cuting or can cover processed meshes with ability to set rules which objects in scene should be used in cuting
Configuration for checking self covering
Configuration for Scattering check
Configuration of cutout material handling
Support for Landscape Simplifier cooperation mode