Mesh Combine Studio is an automatic cell based mesh combiner which can significantly to dramatically improve the performance of your game. It can be used on any type of game for any platform. https://www.assetstore.unity3d.com/en/#!/content/101956 We use MCS technology in our game D.R.O.N.E. for our modular Arena Editor and without it we would only get 1 fps. Instead of manually combining meshes, which is very tedious, MCS will do this automatically for you and the performance improvements it gives cannot be achieved with manual combining. Just simple drag and drop a MCS prefab in your Scene and tweak some values to your specific needs and you are ready to go. MCS can give up to +20x better performance compared to Unity’s static batching. The smaller the to combining meshes are the more performance improvement it gives. It works great on systems that use modular meshes as well as static objects like buildings, props, rocks, etc. Not only are the draw calls greatly reduced, but since MCS combines meshes into cells, it dramatically improves culling performance as well. Less objects need to be culled and z-sorted. On top of that MCS supports LOD meshes and the LOD Group components are replaced by a more performant octree based LOD switch system, which gives less LOD popping artifacts as a bonu s. Documention Demos: Here is a demo build of an example Scene from a popular modular Asset called Dungeon Architect. MCS boosts performance about 2170%! (from 37 to 805 fps) on my Nvidia 980TI compared to Unity’s batching: https://www.dropbox.com/s/0y0zgnbolbytpbt/MeshCombineStudioTest.rar?dl=0 Features: * Supports >Unity 5.1, 2017.x, 2018.x and 2019.x . * Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc). * Supports all mesh formats that Unity supports (.fbx, .obj, .dea, 3ds, .skp, etc). * Easy to use, simple and self explaining Inspector with tool-tips. * Advanced and performant multi-threaded combine job manager with low memory overhead and GC friendly. * Cell based mesh combining, which is optimal for culling, z-sorting and LOD switching. * Can be used as a faster alternative to Unity’s static batching and can give significant to drastic performance improvements. * Fully automated combining like Unity’s static batching (but with more options), no tedious manually combining and get results in a few clicks. * No vertex or triangle increase compared to original meshes. * Remove triangles and vertices that are under any surface (terrain and/or meshes). E.g. for rocks this can reduce +35% of the geometry. * Remove overlapping geometry with its extension MCS Caves and Overhangs, which can reduce 60-75% of the geometry together with below terrain removal. * Remove backface culling triangles and vertices on the background geometry (where the camera can never go). This can reduce +50% of the geometry by itself and +80% with the inside and below terrain removal. * Original GameObjects components keep working, e.g. scripts, colliders, etc. * Automatically switches between rendering combined or original GameObjects and can be easily reverted. * Combine in Editor and/or Runtime. * Combine dynamic meshes (Multiple meshes for one moving part can be combined into one mesh). * Automatic LOD compatibility. LODs are switched per cell which give better performance and less LOD popping. * Extensive lightmapping support for realtime and baked GI (copying of baked GI without the need for rebaking). * Supports negative scaling and double shadows. * Runtime console to test and find the fastest combining settings (a build is the way to test true performance gains, which are higher than in Unity Editor). * Multiple MCS prefabs can be used for different settings, e.g. different cell sizes, removal of geometry, etc. * Extensive search conditions which GameObjects with meshes to include. The right filtering can increase the performance boost and save memory. * Source code included. * Runtime API.