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Krabl Mesh Processors [RELEASED]

Discussion in 'Assets and Asset Store' started by Pflugshaupt, Jan 3, 2014.

  1. AndersKlok

    AndersKlok

    Joined:
    Jan 6, 2013
    Posts:
    5
    thanks for the test.
    293ms seems a little much for what I have in mind.
    3 or 4 meshes per second.
    I guess you could cache the quad-find to optimize for skinned mesh, but there's still alot of shaving to be realtime.
    Maybe when blendshapes is editable, it woudn't need to update so often.
     
  2. Pflugshaupt

    Pflugshaupt

    Joined:
    Sep 7, 2012
    Posts:
    35
    I think I should rerun the test once Unity 5 is final. A newer mono runtime might help. I do know subdivision could be done quite a bit faster but realtime updates haven't been a priority for this project. And the whole thing is limited by the chunk of time it takes to feed the mesh data to unity, which by itself is already too much for updates happening very often.
     
    AndersKlok likes this.
  3. JP_Johan

    JP_Johan

    Joined:
    May 12, 2015
    Posts:
    1
    Did anyone find an example in the code how to add importers and programs for meshes through c# on several objects? I could only find example of runtime optimizer code.
     
  4. AndersKlok

    AndersKlok

    Joined:
    Jan 6, 2013
    Posts:
    5
    The latest Unity 5.3 beta has acces to adding blendshapes - is this sufficient to improve Krabl Mesh import?
     
  5. Kragh

    Kragh

    Joined:
    Jan 22, 2008
    Posts:
    654
    Has anyone tried this out in U5? Because an update has never been released officially, and the author (Pflugshaupt) seems to have vanished just 6 days after his last reply in here. He/She hasn't been on the forum since February 12
     
  6. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    They work fine still - there are some lines of script need removing regarding platforms that are no longer supported but theyre made clear in the console
     
  7. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,500
    Do this asset make a sub mesh when the game starts or save it on disk?
     
  8. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    936
    Is this asset still alive and supported?
     
  9. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    I have it, I'll test it and see if it still works or not!
     
    AlanMattano and kenshin like this.
  10. Curious

    Curious

    Joined:
    Nov 19, 2009
    Posts:
    334
    Yeap, it still works! Albeit you'd have to comment out a few lines (flash and blackberry to be specific)
    And maybe change a few obsolete commands like WP8 to WSA (the IDE will help you on that)

    Other than that the plugin works like a charm!

    I'm on a 64-bit Windows machine running Unity 5.6.0f3

    Hope it helps.
     
    AlanMattano and kenshin like this.
  11. mashar80

    mashar80

    Joined:
    Oct 2, 2017
    Posts:
    6
    Can Any one please confirm that this plugin is working in Unity 2019.4.8 or above