Great! Do you have any idea about when it might drop? I can wait a bit, but if it’ll be more than maybe a month, I need to find another tool.
Hi @gecko ,
Unfortunately, it may take longer as I also have other contractual commitments. At this point I can assure everyone that it is planned and likely to be the next update
Thanks for your interest btw!
- Mel
Hi everyone,
I thought I’d post a sneak preview of what’s coming in MeshKit v3.1!
1) “COMBINE MESHES WITH ATLASING” FOR MESH RENDERERS
Here’s a quick peak at the new tools that will allow you to combine a group of mesh renderers and apply texture atlasing:
This pane is very similar to the one being used for SkinnedMeshRenderers, but we have a few new options ( they may be more by release, who knows! lol )
Firstly, you can have MeshKit create a new set of UV2 when its done so that you’ll be ready for light-mapping right away!
Then, we have some more Atlas options. You can choose to use one texture atlas for each shader or you can force MeshKit to treat all of the shaders to use the standard shader to squeeze everything down as much as possible. You also have the option to set the maximum texture size as well as a new option to control the maximum number of textures you want to add to each atlas.
This mode works very well so far but in testing I came across the issue of some meshes using UVs that are outisde of the 0 - 1 range ( and / or using materials with offsets and tiling ). These are big issues for texture atlasing so MeshKit detects them and asks you what to do first.
However, this lead to me to build a brand new MeshKit tool to help with this problem!
2) THE NEW “UNTILE” TOOL
Here is an early peak of MeshKit’s brand new “Untile” tool:
The purpose of this tool to make sure your selected mesh are using UVs that are in the 0 - 1 range. The good news is both MeshRenderers and SkinnedMeshRenderers are compatible with this tool!
It does this using two different modes:
Scale To Fit Mode: this will attempt to uniformly offset and scale your UVs down to fit. This can significantly change the appearance of the original mesh ( as it essentially removes any of the tiling ) but it will fix the issue. This results in a new mesh and material.
Rescale With Atlasing: this mode will figure out how many times the UVs have tiled in the mesh and then create new textures with the tiling included. The mesh’s UVs are then changed to match up with the new atlases. This usually works quite well but the downside of this approach is objects that have a crazy amount of tiling will end up losing a lot of texture resolution.
Both modes also factor in any changes you have made to the material’s offset and scale and incorporates that data too!
A cool feature that is included is the fact that it auto-detects what texture properties you are using based on your selected shader. This means you don’t have to setup any texture properties in order to setup the atlasing for this tool
Finally, there is also a “Scan UVs” button that will give you a quick report of the UV topology of your mesh and whether it needs to be fixed. Info is always cool!
IT’S COMING SOON!
The tools are already working quite well but they require some more tweaks and testing before it’s release ready. I’m hoping to have this update ready in the next 2 - 4 weeks
Thanks for supporting MeshKit!
- Mel
Hi everyone!
MESHKIT v3.1 IS HERE!
It was slightly delayed, but MeshKit 3.1 is finally released on my site and awaiting App Store approval!
IMPORTANT: AS ALWAYS, BE SURE TO BACKUP YOUR PROJECTS BEFORE UPGRADING!
What’s New:
- The brand new Untile tool!
- Texture Atlasing For Mesh Renderers ( as well as Skinned Mesh Renderers )
- New Custom Pixel Processing feature for Texture Atlasing.
- Bug fixes and performance improvements.
New Video Showing Off Texture Atlasing And The Untile Tool:
I hope you enjoy the new features and thanks for supporting MeshKit!
- Mel
How do I disable the popup alerts about making the meshkit objects into prefabs? It happens everytime I load the scene and stop runtime. In the MeshKit preferences, all those toggles are disabled.
Hi @gecko ,
The MeshKit preferences disable ‘realtime’ checks which run frequently as you make changes in the scene. However, as you mention, it still does do occasional checks when Unity reloads its scripts.
The reason it is telling you that is because you are using a “local” mesh ( which is a mesh located inside of a scene’s local MeshKit folder) within a prefab. MeshKit is basically letting you know that due to this setup, it is possible for you to accidentally delete that mesh from the original scene if you’re not careful (as it is saved in the scene’s local MeshKit folder), so it is telling you that if you want to use that mesh in a “normal” way ( in other words, across various scenes ), it should be moved out from that folder.
The easy way to fix this is to just let MeshKit fix it automatically by confirming the message. The only thing that happens is the local meshes in question will be copied into your project folder (Assets/MeshKit Prefab Meshes/“NameOfObject”) and the references on the objects themselves will be automatically re-assigned. However, be sure to re-apply the prefab to make it stick afterwards (MeshKit gives you an opportunity to check out the prefab before making it permanent).
If you’d rather do this manually, you can. Simply find the mesh in question ( e.g .you can click it in the MeshFilter), drag it out from the scene’s MeshKit folder and place it somewhere else in your project. MeshKit will then simply stop tracking it as if it was a local mesh.
I hope this helps, if you’d like further clarification feel free to send me a PM!
- Mel
I have a large environment asset where everything was optimized with LODs. I mean everything! I have had this tool for quite some time and have enjoyed it but it appears I cannot combine or atlas anything which is part of an LOD structure; which makes some sense. Am I correct in assuming that I now have a choice of one or the other? Using an LOD system or Atlasing & Combining?
Hi @jnbbender ,
Glad to hear you’ve been using MeshKit for a while!
Speaking in generalities, it’s not a case of one or the other, it’s more of an issue of work order. Adding LOD is really something you should do pretty much last in the workflow. In other words, after you’ve run any operations for combining, atlasing, editing, etc.
From the perspective of the tool, trying to atlas and combine a hierarchy of objects which include LODs is at best going to be very messy as well as much less efficient - and will almost certainly break the original LODGroup anyway. So yeah, you’d need to remove the LOD setups first and then combine / atlas them. Once you’ve nailed the setup, run the LODs again when you’re done
Hope that helps!
- Mel
I haven’t looked but MeshKit doesn’t have a way to auto-remove LODs does it? I’m just being lazy
Hi @jnbbender ,
If MeshKit created the LODs, click on the parent object containing the MeshKitAutoLOD component. Then open MeshKit window > AutoLOD > Remove LOD
If it was a model from elsewhere that already had LODs attached, you would need to remove it manually.
Hope that helps!
- Mel
Awesome, thanks
No worries!
- Mel
Hi there, using Unity 2021, Meshkit Window doesn’t open when clicked, is this a know issue?
Hi @olidadda ,
MeshKit should be fine in Unity 2021.x
Quick things to check:
- Make sure you don’t have any errors from other scripts in the console.
- Make sure you have downloaded the latest version of MeshKit.
- Try putting MeshKit in an empty Unity 2021 project to confirm that it works.
Hope this helps!
- Mel
Hi there, it’s very strange because even if I open a completely new project, I click on Window>Meshkit and the top strip of the unity window greys out as if out of focus but nothing appears. Should it appear as a popup or tab?
Hi @olidadda ,
It would usually be a popup first but it can be docked to a tab. Here is a screenshot I’ve just taken from Unity 2021.3.8
BTW: No one else has reported this so it’s very likely a local issue.
Also, you need to select an object in the Hierarchy for MeshKit to show its options etc.
Hope this helps!
- Mel
Thank you Mel, will try to figure it out!
No worries!
OK, solution for anyone having this problem. It’s not a Meshkit issue but a Windows issue: for some reason Windows is extending the screen onto another monitor (which isn’t even on). Solution: Windos+P > PC Screen only. Hopefully someone searching the net for this issue with any Unity Window not showing up could benefit. Ciao! And congrats on MeshKit, I have used it many times in the past, excellent tool!
Awesome, glad you figured it out!
- Mel