[RELEASED] MeshFusion Pro : Ultimate Optimization Tool

MESH FUSION PRO
Real-Time Static, Dynamic & LOD’s Combining

Hello, fellow developers!

I have something special that I’ve been working on, and I can’t keep it a secret any longer!
Introducing Mesh Fusion Pro - my brand-new asset that, in my opinion, has the potential to transform the way you optimize performance in Unity.

Mesh Fusion Pro allows you to combine Static objects, LODGroups, and even Dynamic objects - yes, you read that right!
All of this is wrapped up in a user-friendly and easy-to-use package.

Combining objects is crucial for reducing draw calls and increasing the overall performance of your game, especially on lower-end devices. Mesh Fusion Pro makes this process seamless and efficient, ensuring a smoother gameplay experience for your players.

I created this forum to share the latest news, demo videos of the asset, and update announcements. I’m also here to connect with you! I want to hear your thoughts, suggestions, and answer any questions you may have.

Subscribe to this forum to keep up with my updates, and let’s create something awesome together!
Stay tuned and don’t miss the Mesh Fusion Pro release on the Unity Asset Store!

Thanks for staying with me and see you soon!

Website

Asset Store Link

Discord Server

MeshFusionPro Demo Scene

Mesh Fusion Pro Presentation

Mesh Fusion Pro : Sneak Peek Into Next-Level Optimization

Performance Showdown MeshFusion Pro vs. StaticBatching, GPUInstancing, and SRPBatcher

https://www.youtube.com/watch?v=-ypvVPgxR5g

3 Likes

Sounds nice but … what is it and what does it do? A little bit more info would be welcome. :wink:

1 Like

Hi,

Thank You for your question and congratulations on being the first person to post on this thread!
Today I will take a short video with an example of work and lift the veil of mystery a bit:)

sounds great, looking for such solutions all the time…

is it better compared to current store solutions or hlod?
works in VR or mobile too?

Hi,

Thanks for question!

Before embarking on this project, I conducted a thorough market analysis and I can confidently say that my asset has several key advantages over others.

Unfortunately, out of respect for professional ethics, I cannot directly compare my asset with any other asset in the Asset Store (as much as I would like to, haha;)).

However, I can highlight a few key features that set my asset apart:

Ease of Use: Many of the assets I’ve encountered can be difficult to understand. Sometimes it seems easier to write your own solution than to figure out how to work with an existing one. My goal is to make my solution as simple as attaching a component to a GameObject.

Versatility: Many assets don’t offer runtime APIs, but only work in the editor. Many assets do not support procedural generation. some assets offer to buy support for LODs separately. Some have limited customization options and poor performance, while others have an enormous number of options. I aim to provide a simple one-click optimization solution for those who want to improve the performance of their game, as well as well-documented code for power users who want to customize the program to their needs.

A unique feature: No other asset I know of allows combining dynamic objects, which sets my asset apart.

I plan to release a video comparing my solution to Unity’s built-in solution soon, so stay tuned!:slight_smile:

1 Like

Thanks for the wait.
It took a little longer than I had planned. Creating videos isn’t really my specialty, after all:smile:
(There are subtitles available for the video.)

https://www.youtube.com/watch?v=YzzI7MbxxoY

1 Like

Please also consider some kind of batch or mass selection tool, in many solutions it is quite cumbersome to manually fiddle with single objects… when you’d rather just “[×] optimize everything”.

One big issue with unity LOD groups is also that its based on screenspace height, which makes it impossible to setup all objects at once or to appear at correct distance (since some objects are taller than other, rather would have LODS by distance…)

Thanks for the suggestion. I will pay more attention to the selection tool and try to fulfill your wish :slight_smile:

Yes, unfortunately it is impossible to combine LOD objects without changing parameters. But MeshFusion Pro selects such objects for the combine to keep the proportions as much as possible

1 Like

Hello everyone! I released a new video that compares MeshFusion Pro with StaticBatching, GPUInstancing, and SRPBatcher. I would love to hear your thoughts and feedback.

2 Likes

MeshFusion Pro Demo Scene Announcement and Chance to Get a Free Key!

Hello forum members!

I’m excited to announce that I’ll be uploading a demo scene for MeshFusion Pro in the near future. This will give each of you the opportunity to test the asset’s functionality on your own devices and see how it improves performance.

In order to make the asset even better, I would appreciate it if you could provide some usage statistics. Please share information about the device you ran the application on, any performance differences you noticed, and any other relevant details.

As a token of gratitude for your active participation in the forum, I will select several of the most active users and provide them with a free key to download the asset upon its release.

Stay tuned for updates on the demo scene and don’t hesitate to share your experiences once it becomes available. Your participation and input are greatly appreciated!

MeshFusion Pro Demo Scene Available!

Hello forum members!

The MeshFusion Pro demo scene is now live for testing!
Experience its functionality and performance improvements on your own devices.

I’d appreciate your feedback on the device used and performance differences observed. Valuable contributors may receive a free key for the full asset upon release.

Download the demo scene here.
Share your experiences and insights, and happy testing!

Any ETA for the release? I’ve checked out the demo scene and it looks promising, but without getting my hands dirty in the editor I cannot test it deeper.

hi, I was interested in dynamic objects

the result were without mesh fusion starting at 25 (consolidated around 50) and 61 with mesh fusion

after spawning 10x
without mesh fusion around 4-12
with mesh fusion 28

this looks good to me
also maybe the demo could use a number of objects on screen

tested on laptop
Processor Intel(R) Core™ i3 CPU @ 2.20GHz 2.21 GHz
RAM 8.00 GB

ps: what I would like to know if these pieces could act as rigidbodies independantly (with gravity)
because if they are chosen from a pool, it probably won’t help my case


Hi, thanks for testing!

Yes, I plan to release MeshFusion Pro in the next two weeks.

Hi,

Thanks for the detailed feedback and suggestions. I really appreciate it.

My idea is that you can move these objects in absolutely any way, whether it’s just changing positions, or applying physics, including rigidbody.

But it’s important to remember that moving parts of the combined meshes will be slower than just moving the object in any case. This way of optimization is suitable for combining objects that do not change position very often, or for those where only a small fraction of their total number is moving.

Hi all!

I hasten to please you that MeshFusion Pro was completed and fully tested a week ago. Its absence from the Asset Store is due to my inability to create videos :slight_smile: While I am editing a tutorial video - I suggest you look at the features of MeshFusion Pro. I look forward to your feedback.

2 Likes

If the video with the tutorial appeared on the channel - then the release is very soon!

so that it works. physics apply on a dynamic object even if combined! right?
9024442--1245052--meshfusion.gif

that is the crazy part, that is the gamechanger

That’s insane dude. The dynamic object is unique. Can’t wait to use this.

Yes, that’s exactly how it works:)

The combined object tracks the movement and applies it.

Although moving part of the combined mesh is more resource-intensive than moving an uncombined object, it can be useful when the object is moved rarely and brings extra FPS, as presented in the demo scene.