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Sounds like the reference to the instantiate prefab was lost - I've seen this happen on occasion - try enabling it and setting it to...
You can use a single combined mesh as a shadow caster - the documentation for that is at...
are you regenerating the UVs (after combining) and then rebaking the lighting?
Sounds like a good idea! If you have something I can review then I could get that into MCS faster, otherwise I will add it to the backlog
Can you try unchecking "static only" and see if that works? Also, do you have static batching enabled? Can you try disabling that if you do?
Hey, that's a great idea - I'll start looking into that. Would 16-bit grayscale PNGs work for you as well, or TGA?
Do you have MCS Caves and Overhangs in your original project but not in your actual game project? In the project throwing compile errors, please...
MCS isn't going to help you here. MCS only helps with merging meshes together and removing geometry in various scenarios (such as under the...
You don't really gain anything by including single meshes - if you turn off "exclude single meshes" then you get cells that have the original mesh...
You would have to write a monobehaviour to do that, it's not something supported out-of-the-box
If you have "exclude single meshes" checked then cells that only have 1 rock won't be included - you might check to see if this is the case. I...
Off the top of my head, one thing you can do is use an MCS object for each chunk, with just that chunk as the parent object.
I think you're looking for "Combine Conditions / Change Layer" [ATTACH] Let me know if that's not what you're looking for
Can you send me a screenshot of the results after combining (both the MCS inspector and the MCS GameObject hierarchy, expanded so I can see the...
No, there needs to be 1 or more parent game objects that contain the GOs you want to combine
That's odd, I don't think I've ever seen that happen. Can you try deleting the MeshCombineStudio folder and reimporting?
It sounds like your MeshCombineStudio GameObject got corrupted - try the following: 1) Try checking Output Settings -> Use Custom Combine...
Are you using Unity's static batching? If so then those meshes are read-only at runtime and cannot be combined. Try unchecking the "Unity Settings...
I am looking into the issue this weekend and will get back to you on Discord
At this point MCS does not work out-of-the-box with ECS/DOTS. However I'm hoping to have some proof-of-concept work done soon, so it's on the roadmap.