Introduction
MegaCache is an editor extension of for the Unity game engine, it allows you to import cached animated mesh geometry regardless of the topology, vertex count, material use etc of each mesh in the cached sequence as well as importing Particle systems exported from 3d packages. The system can accept a sequence of OBJ files where each file can have a number of objects all with different materials, MegaCache will import the sequence of files merging multiple objects and material sub meshes into a single mesh object for you, you can then play back the imported sequence either by asking the system to directly change the mesh using its stored list of generated meshes, or the sequence can be read from a generated cache file, or finally be read from a memory based image file. Play back of the animation is blazingly fast no matter which option you choose with the system making use of multiple threads where possible to further increase performance. You can also tell MegaCache to optimize the data that is imported reducing the memory use to under a 1/3rd of storing raw mesh data.
MegaCache is perfect for exporting complex animated meshes that are not possible to recreate using skin and bones, such as fluid simulations, fracturing objects, cloth simulations or anything where the vertex count, face count, materials etc change during the course of the animation. It is also perfect for playing back complex animations made using modifiers or deformers in 3d packages, all the animation can be baked down to a sequence of frames using standard OBJ sequence exporters which are available for all the 3d packages.
Included in the system are components to allow the import of a sequence of OBJ files and play those back as well as an OBJ reference component where multiple objects can playback a sequence from an already loaded source so dozens of objects can all be sharing the same data but playing back at different speeds or positions. Also included are components to playback imported particle simulations either on the Unity Shuriken particle system or the Legacy system.
Particle Simulations
As well as importing sequences of Mesh geometry MegaCache can also import and playback particle systems such as Particle Flow simulations from 3ds max. Again the system will optimize the memory use for imported simulation and gives you complete control over the playback of the particles, selecting emit rate, scales, speeds etc and works alongside the existing Unity Shuriken and Legacy particle systems allowing you to add even more detail to the finished particle animation.
Particle Exporters
At release we have available an exporter for 3ds max to exporter Particle Flow simulations, we also have a beta Maya exporter for Maya particle system exporting, please note the Maya plugin is still a work in progress and does not yet support all the features. If you require the exporters please get in touch with the invoice number for your purchase and we will send the exporter of to you. MegaCache now also supports the Maya .pda particle cache file format for the direct importing of Maya Particle systems.
Features
- Import OBJ file sequences
- Import Particle systems
- Point Cloud Import
- Support Maya .pda particle files
- 3DS Max particle exporter
- Blender particle exporter
- Blazingly fast playback
- Optimized memory use
- Merge multiple objects
- Playback from file or memory
- Multi threaded code
- Full Source Code Included
- Works on all Platforms
- Works in Unity Free
Example Videos
This video shows the Object cache system playing back a fluids simulation as well as a fracturing object animation.
This video shows the worfklow of exporting a sequence of OBJ files from a 3d package, in this case 3ds Max, and then importing them into Unity using the MegaCache OBJ system.
The next video shows a Particle Flow system being exported from Max and Used in Unity.
Available Now

MegaCache is available now on the AssetStore or on our Website for the early adopter price of $50


