You no longer need to worry about the number of draw calls or CPU load. Super Level Optimizer itself automatically optimizes the level for you. One push of a button you can create atlases (one texture instead of a few) and combine meshes (which also reduces the load on the processor).
Achievements:
Works with any material and shaders
Creates atlases.
Combines meshes.
Works automatically.
Easy, no scripting, learn in 5 minutes
Sources textures and meshes are not changed.
Moves UV for imposing atlases.
Optimizes the number of draw calls.
Works without your participation.
Works with any materials.
Do not want to make copies of materials or textures.
Support Unity Free
Angry Bots optimization :
This video shows how reduce draw calls from 120 to 5:
Draw Calls Optimization Tool - a tool for automatically combining meshes and reduce the number of draw calls. All you have to do is just push the button and wait for Draw Calls Optimization Tool do everything himself.
Achievements of Draw Calls Optimization Tool is :
Optimizes the number of draw calls.
Works without your participation.
Works with any materials.
Source assets not touched.
Do not want to make copies of materials or textures.
No, you don’t go crazy. Simply I photographed a scene from Angry Bots without lightmapping. It is made in order that you understood more stoutly, on how many specifically optimizes the game SuperLevelOptimizer.
SuperLevelOptimizer unlike Draw Calls Optimization Tool can create atlases, and also gives opportunity to edit them.
SuperLevelOptimizer gives the chance to create prefab of the created objects.
And the last is an algorithm of a combination. At SuperLevelOptimizer the algorithm of a combination, other than Draw Calls Optimization Tool, which allows to optimize game better.
That’s why I was asking if description is wrong and discount is gone. Over $100, it seems to be a little bit overpriced in comparison with similar products. Mesh Baker, which can do a lot more priced half of that.
Interesting, thanks. Congrats on amazing speed!
Can SLO combine skinned meshes?
Can SLO combine normal meshes into skinned, which is very interesting feature?