Cull, deactivate or activate, adjust quality basing on distance or visibility.
Do it on anything inside scenes of your project!
Give your game more FPS and be able to arrange more details!
Optimizers can optimize almost everything, things like Lights, Particle Systems, Terrains, Renderers, NavMesh Agents, Script Components and more!
Just add optimizer to your game object, select components of which you want change quality. Define distances and percentage amount of parameters you want to change when reaching certain LOD levels, now your optimizer is ready!
For more check it on the Asset Store
MAIN FEATURES:
• Capability to boost game performance drastically
• Change quality of any component when it’s details are not needed
• There is no baking or any other complicating operations
• Various example scenes showcasing different features
• Clean and responsive editor window with built-in-like gizmos in scene view
• Optimize Particle Systems, Terrains, Lights, Renderers, NavMeshAgents and more!
• Progressive adaptation of system to game performance
• Templates for easy implementation of custom components to be optimized
• Full source code included
Demo Builds (Noticable differences and preformance depends on your equipement):
.Exe(64) WebGL .APK
ROADMAP (Future features)
V2.0.0
GUI Update
Joining obstacle detection and complex shape features just in one component
Essential Optimizer component which will not support custom components optimization but will work flawlessly with prefabing and without saving additional files in project
Multi shape component implementation for CullingContainers logics
Optimizers Manager debug browser
Auto Max Distance toggle to adjust it automatically for target camera FOV and detection sphere size, so max distance will end where object is so small on screen it’s almost not visible on high screen resolutions
Transitioning possibility for “Hidden” LOD level
V2.0.5:
Support for MeshRenderers fade in/out animating shader parameter value
Limiting first LOD level count to maximum count, for example limiting enabled scripts with foot IK
Experimental DOTS implementation for Dynamic optimization method and obstacle detection
V2.1.0
Tools to set up optimizers on the scene automatically with simple GUI and buttons
Stop raycasting from LOD (stop from distance)… for Obstacle Detection algorithm
V2.2.1+…
Additional option to sync some parameters in presets with project Quality Settings
Group Culling - Automatically finding groups of objects to optimize inside scene and dividing it to sectors (for giant and dense scenes)
Performance boost for obstacle raycasting algorithm - Raycast Memory and overlapping
Full Implementation of DOTS for “Dynamic” optimization method (Burst Compiler and Job System)
Toggle to hide objects if they’re behind other optimizer’s detection shape - Similar to Occlusion Culling (DOTS implementation needed)
Delayed tasks (until someone would need):
Changes in LOD settings visible in scene view during edit mode when tweaking them (Particle Systems)
LOD Settings Shader Material DirectX version dependent option