Unity Performance Tip: Combine Meshes to Optimize Modular Assets

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Using Modular Assets? You can boost performance by combining meshes with Mesh.CombineMeshes()! 🧱💡🚀

#UnityTips #unity3d
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still can't believe you don't have a million subs already

SkeletalDweller
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Never knew about this. Running a script that generates complex dungeons using mesh assets randomly generated and found a hit in performance depending on the size of the grid (obvious). Have to try this on the non-interactive assets, thanks for this.

Logan_Wolf_Online
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This is really useful, i never know there is combinemesh method

muhammadannys
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hey sunny, may I ask, will this amazing method also work on some objects that are apart in distance? just asking, thanks!

denver_
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One downside to this is now that you have one larger mesh you lose some of the gains from occlusion culling so do this with care and occlusion culling in mind. Great presentation!

thepolygonpilgrimage
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That's actually a pretty nice short. :O

hello.
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How about tilemap, can i do the samething to tile map??
Because my game now have different layer of tulemap, and i just overlap the currently needed one onto another, is there a relative method to optimise it ?? 😮😮😮

AnthonyChou-hx
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Could this possibly be done as an editor script, to allow the merging to be done only once?

celdaemon
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Cool ! Thanks ! Already using it. But I have a question. Is it possible to merge vertices or faces of the combined meshes ? For example when I combine 8 small cubes into one big cube, how to optimize the mesh not to have those redundant internal vertices and faces ?

DenysShust
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How do I not know of this? This is incredibly helpful! Thank you

lemetamax
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Question, would this only work for games that have a fixed camera or would it work for games where you can move the camera at will?

flalfalfa