This asset for removing not needed triangles/faces from meshes. For example some models has internal triangles/faces, or when you put together several objects and bake it some triangles/faces will be inside of the mesh. Also if your game has some limits for camera angles (platformer, runner, top down view) or you just know that you need only front side of this house/castle/laboratory - you can left only what you need and remove all other triangles. With this asset it’s will be easy to do.
TRY BEFORE BUY: If you not sure is it will be useful for you, you can send me one/two your models and I will reply with optimized models.
How to use
Result examples
This is not a final release, I have a lot of ideas how to improve this asset, but I want to get some feedback from other developers. So if you have some ideas/propositions or maybe you found a bug, please let me know.
Hello** jimburn** [quote=“jimburn, post:4, topic: 676007, username:jimburn”] What difference with the other assets doing the same thing in the asset store? [/quote]
Can you give links to similar assets? Because i can’t find other assets with such functionality.
Biggest advantage of my assets - you can remove not visible triangles from mesh almost automatically (you need to setup visible point of view).
I saw assets where you can manually remove triangles, but after 10 hour and pain in my hand i decided to write this asset.
What your asset is doing is pre-calculating the occlusion culling (removing the back faces) from a fixed camera(s) position. The optimizer is done from the camera view which is a problem, because the camera is moving by definition, so if you want to optimize the models, you need to use several cameras and it is complicated.
These 2 assets will optimize the mesh regardless of the camera angle, then you can use occlusion culling to remove the back faces in real time, and regardless of the position of the camera.
LOD it’s something else - LOD allow you render simple mesh if it far enough from camera.
With occlusion culling game engine can decide render or not render entire object (it can’t remove not visible triangles from mesh and render only part of mesh).
With my asset you can remove not visible triangles from meshes (and baked meshes, btw you can bake with my asset), yes it will take some time but it’s definitely faster that doing it manually. A lot of high quality meshes has not visible inner triangles.
Please check my example video where i show triangles count in meshes before and after optimization.
Some good examples where my asset can help you:
big combined objects like houses from “fantasy/modern house kit” and other mesh kit
if you have static TV on wall, you can remove side which look on wall
runner games with fixed camera, or games with top-down camera
if you have static barrel with bottom on earth, you can remove bottom side which looks on earth.
etc.
Also if you not sure if my asset will be useful for you, please sent me one/two models and i will show you optimized result.
Hi MoribitoMT, Yes it’s support multiple camera angles.
Also you can send me one of your model, i will optimize it and send you result back.
If you have any other questions, feel free to ask
Thanks for quick answer, I have large opens scenes ( developing for mobiles ). I have not much single angle for most objects, %90 mainly removing bottom faces. Most of textures atlassed, I wonder if this tool can help to squeeze more performance…
I have scene like this for example. My only consideration is just removing bottom parts ( faces obviously, not much vertices ) will help any performance gain ?.
Well everything depends on quality of your models. If your models have 600-1200 polygons and you have in one scene around 20-30k than my asset will not give you more FPS.
But quite often i worked with not very good models - and it’s helps me.
Also you need to be sure that you bottleneck is mesh rendering. because bigger problem can be somewhere else like script, physics, VFX, post-processing etc.
To be honest I am more interest in reducing mesh size. I have 2.5M scene with only 60 set pass call ( all texture atlassed ) getting solid 60 FPS on iPhone 6/6S. My main problem is iPhone 5/5S, due to huge mesh sizes and static batching iphone 5 will not start because of memory issue ( 1 gb ram ).
So if I can have reduce mesh sizes and do some clever static batching, maybe I can get it worked on iphone5. I also want to reduce final build size.
My scripts are optimized, textures optimized, only thing left for me reducing mesh sizes
Oh it is meshes, my final build says 90 MB textures, 202 MB meshes adn around 300 mb scene ( level ) due to pre stored static batching. I have 32 vehicle textures which cannot be optimize anymore, so I am okay with it, however 202 mb mesh too much.
WOW, it’s definitely too much!.
And yes now i will recommend to use my asset (to remove not needed angles of view) and some general mesh optimization/simplify tools.
I have a bunch of custom made characters that were built in Blender, pulled into Fuse, and have been rigged and animated for mecanim. They are between 15k and 25k verts. Many faces are on the interior of the model, as they were built from individual pieces (Head and hands, torso and shirt, pants and legs, shoes over feet, etc.) I combined the pieces in Blender (Ctrl+J) and combined all of the textures in Gimp to reduce the materials, but I did not merge the sub-mesh components into one mesh. This results in a single mesh object in Unity, with a Skinned Mesh Renderer that contains 6 material entries, all pointing to the exact same material.
Will this app merge the sub-meshes?
Will it remove the internal faces?
Will it reduce the materials list? (all the exact same material)
Will it interfere with the bones, rigging, hierarchy or animations?
I use EmeraldAI, and it is a little particular about these things. Can I try before I buy somehow? (I would prefer not to send my custom models to others. They are unique representations of each of my grandchildren.)