MESHKIT v4.0 IS HERE!
IMPORTANT: AS ALWAYS, BE SURE TO BACKUP YOUR PROJECTS BEFORE UPGRADING!
As well as bug fixes and performance improvements, here’s a quick rundown of whats new!
NEW DECIMATION AND LOD SYSTEMS!
For the most part, you won’t notice many new features and additions at first glance (although you’ll get an extra option for MeshKit to spend more time trying to preserve surface curvature in mesh decimation). However, you should notice way better results, especially for very large meshes. You should also benefit from seeing less holes in meshes, and not having to use the preserve options as much to balance that out!
IMPORTANT UPGRADE NOTES:
Changes to AutoLOD:
Even though the UI looks virtually identical, the AutoLOD component will no longer create LODs in exactly the same way as previous versions. Instead of forcing your LOD0 group to be the same as the source mesh, you can now decide to use a lower poly version of it as LOD0 instead. If you want to have LOD0 use the same mesh as the source, simply set its quality level to 1. In addition, the culling distance slider is now removed, and MeshKit will use your last LOD distance as the culling distance. This seems to be more intuitive and better matches how Unity’s LODGroups actually work. If you have already built your LODs and removed MeshKit’s AutoLOD component setup from them, your meshes will still be fine!
If this is a problem for you, you may decide not to upgrade MeshKit to v4.0 in your current project and wait for the next one. However, a few small tweaks to the AutoLOD settings should be enough to get you back on track. Again, always backup first!
Upgrading Decimation Systems
To help with the upgrade, a few scripts are included that override some of the old ones to help with compilation issues for those upgrading. These extra scripts will be removed in a future version of MeshKit but have been added just to help the upgrade process along
That’s about it everyone, I hope you enjoy the new version of MeshKit!
Thanks!