Mad Mesh Combiner - Easy mesh combining for mobiles

Hello everyone!

I’m working on mesh combining tool for my own game, but I’ve found out that it can be improved a little and I am thinking on publishing it on the asset store.

The features are:

  • Mesh combining (reducing draw calls)
  • Multiple materials support
  • Atlases support (all textures are packed into atlases)
  • Tiling support (tiled materials are treated differently)
  • Easy modification of combined meshes (you can switch between source and the result)
  • Easy to setup (just select the objects and click in the menu)

Here’s the video!

What do you think?

Now Available in the Asset Store!

This thread will be no longer continued. Please move to this one.

Hi, I would like to try this, can I get it now? will it help to improve performance on mobile (android) games?
Kim

Hi, is it similar to https://www.assetstore.unity3d.com/en/#!/content/8748 ?

Yes, the usage is similar, but it offers more features. You can combine meshes with different materials as well. I am sending URL to the 0.1 version to you through PM :wink:

Oh wow cool, thanks. How much will you charge for it?

I dunno. First version may be a little unstable. I am currently thinking of releasing the first version at price of $5, so those who helped me will have the chance to get my tool at the lowest possible price (with updates) :wink: Shortly after I will rise it to $20 and I will test other scenarios as time goes on.

OK, as I said before Mad Mesh Combiner went to the Unity Asset Store review team and will be soon available for a price of $5! I will let you know when this will happen.

In the meantime here’s a little tutorial video of final 1.0 version:

Cheers!
Piotr

Now available in the asset store for the price of $5!

Why so cheap? Two reasons:

  • I want to pay back for these who’ve tested my asset. If you can, get it now so it will be bound to your Unity account. I still will be working on this tool, so I will be providing frequent updates.
  • This is initial release and it can contain bugs. I am game developer myself and I know how is frustrating when you’ll buy something for $30 and it’s not working as you’ve expected. I’m hoping that for a price of $5 some people won’t be so frustrated when they will found something wrong and they will write to me, so I will have the time to fix any issues.

The price of $5 will last for about a week.

Hi

Interesting, but how hows your Mad Mesh Combine compare to:

Simple Mesh Combine

Draw Call Minimizer

Mesh Baker

Mesh Merge and Splice

For example what specific features / functionalities does Mad Mesh Combine offer that lets say Draw Call Minimizer does not offer?

Also, I don’t see why Mad Mesh Combine cannot remember the original locations of the selected folders and revert completely put things back to where they were before Mad Mesh Combine added and then completely remove itself from the scene.

Thanks in advance!

Hello im,
Thank you for writing.

First of all, all tools above are widely used in many production environments and I cannot deny that. My tool was used in my game and by some other people before the release, so it can contain some bugs.

Simple Mesh Combine: I do not own it but basing on the description it requires objects to have the same material. My tool does not.

Draw Call Minimizer: It’s quite advanced for a free tool. I couldn’t tell why Mad Mesh Combiner is better, so I use a test scene from Toon Train Pack, and:

  • For Draw Call Minimizer I needed to reorganize meshes myself (put it in a parent). For Mad Mesh Combiner I’ve only selected them
  • Draw Call Minimizer: I couldn’t combine meshes with non-readable textures. I’ve just received an error. IMO this is huge issue, because leaving textures as readable will load them into the device operating memory. Mad Mesh Combiner does not have such requirement.
  • Mad Mesh Combiner: The combine process went quite well. I had to combine the scene in parts because there were one object that caused a trouble I don’t know why yet. Anyway I will fix this.

Mesh Baker: I wanted to buy it, but the price made me to write my own tool :wink: It’s advanced, possible the most advanced tool from all here, but I haven’t got the chance to test it out. The downside is the UI which could be better.

Mesh Merge and Splice: Wow, this is a new one (released June 2th), and it’s really good! It’s easy to use (clear UI) and have quite neat features. To be honest this tool is the most close to Mad Mesh Combiner and it is what I wanted Mad Mesh Combiner to be. Of course not entirely. I want to introduce features that won’t break the simplicity (in fact I want to make it more simple and clear) but will give better fine-tune possibilities for more advanced users. The feature that Mad Mesh Combiner not have is sub-meshes support (mentioned in the video), but I believe I can add this one quite easily.

Do you mean selected source objects? It can, but it’s just my laziness. Hey, I couldn’t add all features that I’ve wanted in 1.0! Where’s all the fun about updating and feature requests! :slight_smile:

Please ask anytime! I will be off this weekend (and usually on the weekends I am) but I will write back as soon as I can.

Cheers!
Piotr

One more note: I will need a little more time to find more differences between Draw Call Minimizer if you want, but I’d rather add more features to Mad Mesh Combiner, so if you’ll have any feature requests please write!

ok thanks!

i bought a copy :slight_smile:

just keep working on it…

my advice on these things is always focus on fixing the bugs first and then secondly on adding new features

sorry its only $5 - 30% - your tax rate, but i didn’t set the price or the unity terms or the tax tables :wink:

and oh at some point i guess you will be moving this thread to assets and asset store…

ok i followed the video, but i’m having some problems with it, it does not appear to work at all or im doing something wrong…

i selected a filter that has everything i would like to combine and i bring up the tool and press combine, it takes a good bit of time since here are lots of meshes and texture and i see it created the folders as i would have expected and that it moved the stuff as i would have expected, but then nothing more, it did not create the combined meshes nor did it combine the textures into atlases and it left all the renderers enabled. so it looks like it needs some work or i did something wrong…

im trying to combine the asset Apocalyptic City Pack (just for testing)

and here is what the tools shows

and if u toggle mesh twice if will disable all the renderers and since nothing got combined you end up with this

and here you can see combine didnt really combine and it didnt give any errors. so if it cant combine meshes and such it should not move them it should only move the ones it can combine that way when you toggle to disable renderers it dont toast things…

please advice

There are some errors in the console that are hidden in your screenshots? Are they related to my tool? Please check that. That’s a large amount of objects and shader variations, so I am mostly sure that something went wrong :slight_smile:
Also I’ve found a bug that when you’ll change your selection you have to close and open the combine window again.

About the price: I am suspecting 1.0 to have a lot of bugs, because production environments are very unpredictable. I would feel guilty if I’ve charged more for it.

I am on my weekend, I will get back to you but probably with some delay.

And thank you for the bug report!

Cheers!
Piotr

ok here is what i did

i created clean project

i imported mad mesh combiner

i imported apocalyptic city pack asset

as you can see no warning and no errors at this point

here i opened the main scene and it gives 3 warning that do not apply to any of this

here i run the scene just to try it out and i do not get any warnings / error

here Arts is selected in Hierarchy is selected and i opened mad mesh combiner tool (but did not run it yet) and still no warnings / errors

here i ran mad mesh combiner and after a noticeable pause it finished and there is an error

NullReferenceException: Object reference not set to an instance of an object
MadMeshCombiner.MadMeshCombinerAtlasBuilder.CreateItem (UnityEngine.Texture2D texture, Rect region) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:194)
MadMeshCombiner.MadMeshCombinerAtlasBuilder.PackTextures (UnityEngine.Texture2D[] textures, System.String path, System.Collections.Generic.List`1& items) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:170)
MadMeshCombiner.MadMeshCombinerAtlasBuilder.CreateAtlas (System.String texturePath, UnityEngine.Texture2D[] textures, UnityEngine.Shader shader) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:112)
MadMeshCombiner.MadMeshCombinerTool.Combine (System.String directory, MadMeshCombiner.ObjectGroup group, UnityEngine.Transform parent) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:250)
MadMeshCombiner.MadMeshCombinerTool.RecombineManaged (MadMeshCombiner.MadMeshCombinerManaged managed) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow.CombineManaged () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow.Combine () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow.OnGUI () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

im not sure how i missed it, but essentially i guess its faulting somewhere and not combining things.

right now we know its failing and looking at the code it looks like some issue with the texture of that item, but we dont know the item…

ok so since im bored to death as usual…

here i reverted, moved the folder back manually, deleted the folders it created, added

Debug.Log(AssetDatabase.GetAssetPath(texture));

where it faulted, selected Arts in hierarchy again and pushed Combine…

ok this time when it faulted we see that the issue that whatever the asset is that is causing the problem when the called is made a path to the asset being the texture returns null

so basically it cant find the texture because the texture is not set.

ok by finding the last texture that was not empty (null) in the scene and stepping through the assets in the hierarchy i was able to quickly find mesh that had a material that did not have a texture. so basically all these would have to be fixed / removed :frowning: since i use a lot of commercial assets that is full of issues like this and i bet other customers do too i think the better solution is for mad mesh combiner to just not fault on these and leave it as empty texture (which cant bet added to atlas anyways. should be easy fix with simple if statement…
basically ignoring them

ok i fixed the above issue with the material not having a texture (which should not be issue since some materials will not have textures since they are just using color for example) and reverted things, moved the folder back manually (wish revert did this) and did combine again and this time got lot of different errors

Mesh.vertices is too large. A mesh may not have more than 65000 vertices.
UnityEngine.Mesh:set_vertices(Vector3[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:361)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.Mesh:set_colors(Color[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:362)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Mesh.normals is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.Mesh:set_normals(Vector3[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:363)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Mesh.tangents is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.Mesh:set_tangents(Vector4[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:364)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.Mesh:set_uv(Vector2[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:365)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Failed setting triangles. Some indices are referencing out of bounds vertices.
UnityEngine.Mesh:set_triangles(Int32[])
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:366)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Material doesn't have a texture property '_CubeMap'
UnityEngine.Material:GetTexture(String)
MadMeshCombiner.ObjectGroup:<CubeMapTextures>m__B(GameObject) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
System.Linq.Enumerable:ToArray(IEnumerable`1)
MadMeshCombiner.ObjectGroup:CubeMapTextures() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:239)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Material doesn't have a texture property '_CubeMap'
UnityEngine.Material:GetTexture(String)
MadMeshCombiner.ObjectGroup:<CubeMapTextures>m__B(GameObject) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
System.Linq.Enumerable:ToArray(IEnumerable`1)
MadMeshCombiner.ObjectGroup:CubeMapTextures() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:239)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Material doesn't have a texture property '_CubeMap'
UnityEngine.Material:GetTexture(String)
MadMeshCombiner.ObjectGroup:<CubeMapTextures>m__B(GameObject) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
System.Linq.Enumerable:ToArray(IEnumerable`1)
MadMeshCombiner.ObjectGroup:CubeMapTextures() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:239)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
Material doesn't have a texture property '_CubeMap'
UnityEngine.Material:GetTexture(String)
MadMeshCombiner.ObjectGroup:<CubeMapTextures>m__B(GameObject) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
System.Linq.Enumerable:ToArray(IEnumerable`1)
MadMeshCombiner.ObjectGroup:CubeMapTextures() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:518)
MadMeshCombiner.MadMeshCombinerTool:Combine(String, ObjectGroup, Transform) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:239)
MadMeshCombiner.MadMeshCombinerTool:RecombineManaged(MadMeshCombinerManaged) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow:CombineManaged() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow:Combine() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow:OnGUI() (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
UnityEditor.DockArea:OnGUI()
NullReferenceException: Object reference not set to an instance of an object
MadMeshCombiner.MadMeshCombinerAtlasBuilder.CreateItem (UnityEngine.Texture2D texture, Rect region) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:194)
MadMeshCombiner.MadMeshCombinerAtlasBuilder.PackTextures (UnityEngine.Texture2D[] textures, System.String path, System.Collections.Generic.List`1& items) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:170)
MadMeshCombiner.MadMeshCombinerAtlasBuilder.CreateAtlas (System.String texturePath, UnityEngine.Texture2D[] textures) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerAtlasBuilder.cs:91)
MadMeshCombiner.MadMeshCombinerTool.Combine (System.String directory, MadMeshCombiner.ObjectGroup group, UnityEngine.Transform parent) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:258)
MadMeshCombiner.MadMeshCombinerTool.RecombineManaged (MadMeshCombiner.MadMeshCombinerManaged managed) (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerTool.cs:100)
MadMeshCombiner.MadMeshCombinerWindow.CombineManaged () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:118)
MadMeshCombiner.MadMeshCombinerWindow.Combine () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:103)
MadMeshCombiner.MadMeshCombinerWindow.OnGUI () (at Assets/Mad Mesh Combiner/Scripts/Editor/MadMeshCombinerWindow.cs:84)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Hello im,

Wow, I was not expecting you to be so engaged! :slight_smile: Thanks!
Can you please give me an URL to asset that you’re using. This will be a great test case and I will enjoy making it work! :slight_smile:

Cheers!
Piotr

here it is, but its a bit expensive $75, i have hundreds of assets perhaps i can find another that costs less

Apocalyptic City Pack

yes the demo scene it comes with is quite a test case and i think realistic

but before you go out and spend your hard earned money

try these free assets which have very nice demo scenes that could be considered somewhat typical of what you would find in a real game…

angry bots

bootcamp

car tutorial

stealth project

robot lab

i guess if all the above work without issue then you could focus on things like Apocalyptic City Pack which cost money. i also have a good number of very large assets with very big sample scenes from number of authors but you have to fix the bugs before i put time into testing it out with theirs since it will be more of the same and then some…

Thank you. I am now back home and I will try to locate and fix any bugs ASAP.
I will write to the author of Apocalyptic City Pack if he is willing to share the pack with me just for the testing purposes.

I will share the fixed version with you as soon as it is ready!

Cheers!
Piotr

sure…