Hi! I was playing with banana demo - progressive lod takes extra 125mb of memory in this scene; Is it possible to make models re-use progressive mesh in memory? Seems like, it creates duplicates in memory, resulting in extra 500 meshes for 25 exactly the same banana models.
Also, do you have plans to add progressive mesh creation into your free online tool or some trial application? I want to benchmark my real project to see how much I will gain for my huge scenes before buying, by measuring cpu time win/memory consumption ratios. Its hard to tell now with banana scene only.
1.Yes, it creates duplicates in memory, because each mesh must be independent to change the triangle list, this make the progressive mesh very simple to use, but it will waste some memories.
If a mesh has many instances in the scene, you may consider the traditional LOD system, while other meshes can use the progressive mesh feature.
We’ll look into the issue to see if we can find a better solution, thanks for your suggestion.
You may duplicate the bananas and spread them in large space to simulate a huge scene, for example, totally 10,000 bananas in a scene. We have no plan to add this feature in the online edition or the trial edition at present.
Thank you for the answer. Theoretically, If using many similar meshes, its possible to optimize the system, so that it would reuse the model meshes? (If I do not need blendshapes and animation)
I mean, if I will have same banana with the same mesh LOD displayed on screen, I think I can just use same model copy, or keep preloaded pool of models and swap them, depending on the LOD leve l I need now (for non-animated models only); - that will save huge amount of memory and make Mantis usable for me.
If I buy Mantis professional, do I get the sources to code such alteration myself, or I will not have access to that part where I could alter code somehow to make it re-use the meshes for same models?
We provide all source code except the kernel plugin part(generate inner progressive mesh data structure), you can modify the source code to achieve a pool of models for static meshes.
You need not to buy the professional edition to ensure it, instead, you can modify the source code in the demo project to achieve a mesh pool, it is fairly easy, just cache the live meshes(level 0-level19) into an global array, then swap them when needed.
You may also use the normal feature of the professional edition in this case, you need not custom the source code, just make LODs using the normal feature of the professional edition, then setup LOD in Unity’s default LOD system.
I bought the online subscription and downloaded the MantisLODEditorSubscription. However, it gives an error message “Network Error: Please try again” when I try to validate the subscription registration code and my network connection is working fine for everything else.
I get this error when trying to use free version…extracted folder to my project, added the Mantis script to the model, hit Upload and after ~20 seconds…
NullReferenceException: Object reference not set to an instance of an object
MantisLODEditor.InnerMantisLODEditorOnline.upload_stage_2 () (at Assets/MantisLODEditor/Editor/InnerMantisLODEditorOnline.cs:489)
MantisLODEditor.InnerMantisLODEditorOnline.Update () (at Assets/MantisLODEditor/Editor/InnerMantisLODEditorOnline.cs:380)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:217)
Edit: Seems it’s caused by clicking upload, then clicking off of the inspector then going back to the inspector while uploading.
I test and use your free online version. its best tool for create lowpoly model. i test pro Optimizer in max and your tool is a bit better!!! i test a lot of tools like polygon Cruncher. but Mantis is Win in every test
Fast-Free-Online
We use Unity Pro. We are building virtual world simulations, and so must have a lot of items in world, but also must hold down draw calls, system demands, and anything else that can cause lag.
Many asset packs do NOT come with LOD versions of the items. This is quite a problem for us. I am looking for a way to create LOD 2, 3, etc. within the editor while I am building each world instance.
MantisLOD Pro looks perfect for my needs, but before spending that much money I would like to try out the system. I downloaded the free online pack from your website to try it, but do not know how to incorporate this into Unity Pro 5.4.1f1.
My CTO (chief technical officer) is on vacation in California for a week, so I cannot ask him to install this for me. Do you have any documentation on setting this up in Unity Pro?
Thank you.
Reid Iford
CEO / President
Vontarga Technologies, Inc.
so no answer on the network error, I seem to be able to use it at times with certian pieces in my model, but on others i get the Network error please try again…