Component is dedicated to be adjusted inside during edit mode, in next updates I will prepare code for dynamic management since it needs some re-coding.
Apollo’s Dream II is now live!
A ton of work went into this one, I hope everyone will enjoy it.
Creating beauty with Unity for a Virtual Experience with an original soundtrack is a lot of fun and I hope it shows in the video.
Optimizers helps to keep everything running smoothly!
Does Optimizers support multiple cameras? If not are you planning to add this feature?
If there is no support for multiple cameras then it’s real world application is really limited. Especially for VR where you need a minimum of 2 cameras. Even in non-VR games there is always a chance one is going to use more than one camera at some point.
Hi there, I’m trying to get the backs of my buildings (they’re separate meshes) to cull but they just won’t meaning when I’m looking straight down the street there’s an awful lot of polys being rendered
The weird thing is (as you can see in the picture) buildings/objects that are behind them do cull. I’m trying to get these backs of the buildings to cull with Optimizers but can’t figure it out.
I think that’s the problem. I unpacked my environment prefab and things are culling much better now. Not 100%. At some angles, those steps are still rendering depending on the angle you’re looking down the street.
This might be a stupid question but in terms of just environment asset culling what advantages does optimizers offer over Unity’s built in occlusion culling? I know optimizers can do lots with lights and particles but if you don’t have lots of lights or particles is there a real advantage to using optimizers?
Someone else would have to answer that.
I only use it for buildings but lately have just been doing videos so I haven’t needed it too much for performance.
Does this or will this asset work with networking (multiplayer)?? Out of the box it works? Needs some setup? Not a feature it has. Thanks in advance because we would love to use this in our game but that is a must.
Hello, if you have separated rendering things like buildings etc. from netcode, then Optimizers should work with it.
If your other player instances are using for example something like foot ik, you can try disabling/enabling script responsible for that with optimizers when other players are far from camera.
Setup of this plugin looks like that: add Essential Optimizer to some enviro object prefab, select components you want to optimize, adjust distance for culling and then it’s ready. (there is also tool for automatic detecting prefabs on scene and applying optimizers component to them with auto settings → Inside Optimizers Manager component → Scene Tools → Scene Optimizer)
Wondering. Has anyone attempted or knows if this asset will work alongside of World Streamer 2?? BAsically the cutting up of Large terrain into smaller pieces that load in and out as needed … Really hoping someone has attempted this already.
Having some issues getting the Multiple Terrain optimizer to work. Quest 2, Unity 2019.4.29
Center terrain gets culled when I reach maxdistance, but when I come back into the area, the terrain stops drawing! I checked the component and the Draw checkbox is unchecked. I can reset the bool in the editor, but when I reach maxdistance it disabled drawing again. Tried every setting that seemed applicable.
EDIT: I think I figured it out. Draw heightmap needed to be enabled in the lower LODs. There’s just so many settings!
EDIT EDIT: Can’t get the settings to apply to any other terrains, even if I add a component to the others. The readme PDF doesn’t really mention the terrain setup very much,
Wow, some update might break the inspector window of Multi-Terrain Optimizer, I am fixing it right now.
There is not much in the manual since it should work right away and all important things be described in the parameters tooltips, sorry for that.
Edit: Package just has been updated, can you try it?
Now you will see something like this (+more tooltips for “Do” field):