Pixyz Plugin 3.0 package is out!

We are thrilled to announce the release of Pixyz Plugin 3.0, packed with new features that will significantly enhance 3D data preparation experience in Unity:

  • Simplified Licensing: No more separate Pixyz license! The Plugin is now included with every Unity Industry seat, streamlining seat management for the users.
  • Improved Import Workflow: A single, simplified method for importing 3D/CAD files into the Editor through Importer Scriptable Objects.
  • New Formats Supported: Now supporting Bentley MicroStation (DGN) and 3D Manufacturing Format (3MF), along with updates to other popular and specific formats!
  • Enhanced Toolbox: Accessible directly in the Scene View with new actions like Conform Normals, Remove Holes, Snap to Ground, and more, plus a new Statistics panel for better performance insights.
  • Revamped Rule Engine: Simplified user experience for creating rules to automate 3D data preparation tasks.
  • New LOD Generator: Enhanced LOD generation capabilities using Pixyz’ latest optimization technology.
  • Additional Scene View Modes: Analyze, fix, and optimize your 3D assets more efficiently with new Draw modes.

Find out more here!

whatsnew-header

3 Likes

In Plugin 3.0.3 there is no support for Creo View (Exception: File extension not recognized : pvz) - what is the plan to fix this? (same issue in PixyzSDK 2024.2.0.52 that was fixed in 2024.2.1.3)

Hi @PerryscopeVG .

We will continually update the version of the SDK embedded in the Unity plugin with the next plugin versions. We are working on a 3.0.4 to be available mid October, consolidating the plugin based on bugs reported by the community.
This version 3.0.4 will embed the most up to date Pixyz SDK version available at that time. Thus in theory, it will bring with it all the fix made on import formats.

1 Like

Hi,

Pixyz plugin 3.0.3 doesn’t work unfortunately. Import button is disabled. Please let me know how to enable it

Hi @martaxr,

Can you give us more info about what’s going on ? You can fill a request following this link explaining your issue.
Please ensure to specify your OS, unity version, the console output, and the log file of your Unity editor and pixyz plugin located in %LOCALAPPDATA%/Unity/Editor/

Best,
–Selim

Where can I find the LOD Generator in V3? I don’t have a Pixyz menu anymore, just the toolbar.

Hi @WilbertBlom
There are 2 different ways to generate LODs.
The first one is at the import step. To do so, go to your Importer Scriptable Object created when you wanted to import your model, then click on the “LODs” section. There you can add up to 7 LODs wih different strategies (cf screenshot)

The second option (probably more flexible to tweak the parameters) is to add a “LOD Generator” component directly to your GameObject in your scene:


It will automatically populate the Unity native LOD Group, and populate its fileds once you click on “Generate LODs” button.

1 Like

3.0.5 update is out! :partying_face:
Update from 3.0.3 by opening the package manager, selecting the package and clicking on the “update” button. If you have not yet installed it, please check the install documentation.

Added

  • PLY: add .ply to point cloud formats
  • DGN: handle units detection
  • E57: handle indexed data
  • LODGenerator documentation

Changed

  • Pixyz SDK 2024.2.2.2
  • Rename “Import CAD” to “Import Model”

Fixed

Importer

  • Fix material assignation when different materials on same mesh instances
  • Fix “Processing Rule Engine…” progress bar displayed even when no actions set in RuleSet
  • Fix asset double serialization exception when using some actions such as SetMaterial in importer rule set
  • Fix various tessellation issues
  • CreoView: fix missing formats (*.pvz) in import dialog
  • Navisworks: fix coordinate system detection
  • Revit: fix missing submeshes and geometries
  • Revit: fix broken/missing faces
  • DGN: fix crash when importing 3d curves
  • DGN: fix precision issues
  • DGN: fix color index check
  • DGN: fix missing geometries
  • DGN: fix wrong faces orientation
  • GLTF: fix missing renderers
  • STEP: fix PMI import crash
  • JT: fix import crash

Toolbox / Rule Engine

  • Fix UI events lost after running some actions preventing some parameters to appear correctly
  • Fix impostors and material baking memory leaks/locks with HDRP and DX12
  • Fix impostors top visual artifacts
  • Fix impostors empty output with skinned mesh renderers
  • Fix Decimate deleting and not re-generating tangents
  • Fix FilterOnMetadata not filtering out correctly with negative constraints
  • Fix SwitchMaterials error when filling materials with null mat
  • Fix SwitchMaterials helpers not getting materials from skinned mesh renderers
  • Fix MergeFinalLevel action not executed on empty leaf GameObjects
  • Fix BakeMaterials not working with skinned meshes
  • Fix BakeMaterials exception with input GameObjects having lines
  • Fix ConformNormals not fixing t-junctions

Misc

  • Fix draw modes not functional just after install
  • Fix compilation errors in 2023.1 and 2023.2
  • Fix “Learn More” broken link to documentation
  • Fix various icons and tooltips issues and improve overlay support for U6
  • Fix UV checker draw mode displaying ch.0 UVs when no UVs on ch.1
  • Fix Statistics not updated after re-importing a model with different parameters
  • Fix black output GPU baking in LOD Generator
3 Likes

Hello,

One more question though. I am following a course about pixyz from the pro training platform, but the course is based on a previous version of the package. In that version, after import where you generate LODs, I observe that the LOD Group components are set on each element individually, like illustrated here:

Using version 3.0.5 of the package, I observe something else. Indeed, now the LOD Group component is only set to the root Game Object, not on each element anymore:

Now, I have never used LODs before, but my understanding is that only having the LOD Group at the root level means that the LOD changes only happen for the whole geometry at once. I have to be far away from the whole model to switch LOD. It would be much more practical (I think) to have it handled at the element level.

Is it something I did wrong at the import? Or is it designed this way on purpose (then I guess I need Rules to reapply LOD Groups where I want)?

Thanks a lot!

CreoView support is back in version 3.0.5 :blush:

2 Likes

Hey Alejandra,

You are completely right. This feature has been put aside because in most cases it does not make sense to have one LODGroup per Renderer. Indeed, a lot of LODGroups can impact negatively performances, especially for models like yours with a lot of lightweight meshes.

We want to reintroduce this feature inside the Rule Engine where you would prefilter high level assemblies and apply LODs on them. This way you’ll be able to precisely control the number of LODGroups, where you need them, and leverage proxy mesh generation to lower draw calls.

2 Likes

Okay :slight_smile:
Thanks a lot for the precision!

Axel,

Hello! I’m upgrading an experiment we did last year with the v2 version and wondered if v3+ has all the decimation capabilities. The reason I ask is because it seems DecimateAction is missing (as referenced by Assets\CustomResources\BatchMigrator\BatchMigrator.cs ).

One of our desires is to improve the topology of models imported for STL or FBX while reducing the poly count. If DecimateAction is deprecated, are there any examples of how it is now performed (in code?)

Thanks much,
Mike

Hey Mike, thanks for reaching out!
The class has been renamed to “Decimate”.

1 Like

Marcanz,

This is wonderful!

I usually try to answer this type of question myself but couldn’t find any script reference/changes anywhere.

Thank you,

Mike C (at Stryker)

1 Like

Marcanz, for improving topology for certain areas (to be later manipulated programmatically with custom code) is it better to use Studio or the Plugin? Are there examples of the differences? To be specific, I want areas of the model to have good loops and some areas being decimated more than others.

Thanks!

I’d usually say Studio as it exposes more parameters but for your specific use-case there is a good solution to try inside Unity: vertex color painting!

This doc might not be really up to date but basically the workflow would be for you to paint the vertices you want to preserve and tick the option “Preserve painted areas” in the Decimation parameters.

1 Like