You shouldn’t think of optimization of Your game more. SuperLevelOptimizer optimizes a scene for You. All that You need to make, it only to watch the seven-minute training video and You will be able to optimize Your game in couple of clicks of a mouse.
hi ,your asset is incredible , is there anyway to combine terrains with the other meshes? because as you know terrains won’t be counted as a mesh.using terrains in scenes consumes lots of draw calls, or what can be done for water? water also takes numerous draw calls
Thank You for asking and thank You for considering my asset incredible.
In the application of Super Level Optimizer to Unity Terrain there is no sense, because Unity Terrain is not just a standard mesh. Terrain carries a lot of action without our intervention. For example, the use of different LOD’s, as well as the division of Terrain into chunks, to ensure the work of Frustum Culling.
The same applies to water. Water uses a lot of Draw Calls because of the shader, which is used for water, and combining meshes here does not help.
I want to inform You that I stop working Lite version of Super Level Optimizer. Since Super Level Optimizer Lite can give You wrong and incomplete ideas about the full version of the program. In addition, supporting this asset takes a long time, which I can spend on improving my other products.
I have one idea how You can do this. You need change color of objects not by parameter of shader, but by texture. Then bake it in atlas and combine meshes.
They already have, but textures is 1x1 color pixel, and I think shader is not getting 3x1 pixel texture correctly so everything looks like gradient from orange to white.
I apologize for not taking the forum so long. I try to answer as fashionably sooner to all those who send me e-mails. Please send your questions to this address: andre-orsk@yandex.ru