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Mesh Simplify - Quickly reduce polygon count on your 3D models

Discussion in 'Assets and Asset Store' started by UGTools, Aug 11, 2015.

  1. MoribitoMT

    MoribitoMT

    Joined:
    Jun 1, 2013
    Posts:
    301
    I love this tool, just one complain..

    Z fighting.. It should some kind of checkbox ( Prevent Z fighting ) than detects vertecies/edges/face overlap and move it front like 0.001f to prevent Z fighting.. or user can define how much put further..
     
  2. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    This does not work well with prefabs at all.

    But hasnt been updated in over a year so should have expected this.
     
  3. destapp

    destapp

    Joined:
    Oct 22, 2012
    Posts:
    18
    Hi, can i reduce size file when i reduce mesh my 3d models? so i can save my size apk and memory.
    i think this is a great tools for game 3d

    thanks.
     
  4. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    470
    i want to run the Mesh Simplify without coroutines
    Is there a way i can call Mesh Simplify with a single method call and return a simplified mesh ?
     
  5. infinitypbr

    infinitypbr

    Joined:
    Nov 28, 2012
    Posts:
    3,148
    Hi!

    Is there a way to save the result? I'm attempting to simplify the mesh before doing another process from another asset, but the 2nd process seems to take the original mesh, rather than the reduced value. I'd like to "Save" that reduced mesh.
     
  6. mbhagat

    mbhagat

    Joined:
    Dec 15, 2013
    Posts:
    46
    I am getting below error.

    Assets/Ultimate Game Tools/MeshSimplify/Scripts/Simplifier.cs(593,17): error CS0619: `UnityEngine.Mesh.Optimize()' is obsolete: `This method is no longer supported (UnityUpgradable)'


    Assets/Ultimate Game Tools/MeshSimplify/Scripts/Simplifier.cs(229,9): error CS0103: The name `Profiler' does not exist in the current context

    Unity version 5.5.0f3
     
  7. Dreamcube017

    Dreamcube017

    Joined:
    Dec 20, 2009
    Posts:
    253
    GAH a shame this isn't being updated anymore. And this seems to be the best one out of all of the mesh simplification tools on the store. I imported and built a level with some meshes, just to realize too late that they are far too high in polycount (A single path has over 15 million triangles.) It works with my current version of Unity (2018.3), but after this project I'll be moving to a newer version which according to the reviews, this no longer works.... Geeze, now I'll have to totally redo the level. Please update this asset or tell us why you can't or at least respond. Thanks.
     
  8. JonPQ

    JonPQ

    Joined:
    Aug 10, 2016
    Posts:
    120
  9. Jimbo_Slice

    Jimbo_Slice

    Joined:
    Oct 1, 2015
    Posts:
    44
    Anyone had a similar issue with shading on the optimized mesh? Any solutions?


    Before:


    After Optimization:


    Things I have tried already:
    • Screwed around with the Import Settings of the original mesh (tried virtually every combination) - things like Normals mode, Smoothness Source etc. (just different varieties of artefact)
    • Generated Lightmap UVs in Import Settings (worse)
    • Removed backfaces in Blender and re-imported, then re-optimized new backface-less mesh (no effect)
    • Tried TriPlanar shader (no effect)
    • Wrote a script to perform Mesh.Optimize(), Mesh.RecalculateNormals(), and Mesh.RecalculateTangents() - but kept getting errors that I am not allowed to perform these operations on the optimzed mesh. Unfortunately there are no import settings on the .asset that is generated by Mesh Simplify so I can't set Read/Write enabled.
     
  10. aaronfranke

    aaronfranke

    Joined:
    Jan 23, 2017
    Posts:
    20
    Does this tool work for VRChat?
     
  11. Skeketor23

    Skeketor23

    Joined:
    Apr 6, 2019
    Posts:
    49
    have you tried to enable "double sided global illumination" in the shader?
     
  12. tahabaig

    tahabaig

    Joined:
    Jul 1, 2018
    Posts:
    3
     
  13. jnbbender

    jnbbender

    Joined:
    May 25, 2017
    Posts:
    455
    Where are the new meshes stored?
     
  14. Fibonaccov

    Fibonaccov

    Joined:
    May 5, 2020
    Posts:
    58
    Fantastic asset which imports and works without issues in 2019.4 - I like the fact you can add overlay spheres to mask which parts of the mesh you want not / less affected by Mesh Simplify. You can tune some relevance setting on the sphere.

    If you tick on the Enable Prefab field, it will save the optimized asset to disk under Assets

    I have tried a lot of mesh optimizers and this one does a great job and having the capability of using the masks is a major plus in my book.


     
    Last edited: Jan 29, 2021
  15. yeagob

    yeagob

    Joined:
    Jan 27, 2014
    Posts:
    18
    Hi guys!

    Im looking for a mesh siimplification to eliminate mesh superposition. I have a runtime generated mesh with some penetration between objects. When unify objects i need to eliminate inside vertex. Your asset do that?
     
  16. sprogobalionas

    sprogobalionas

    Joined:
    Dec 25, 2020
    Posts:
    2
    I prefer using blender, for me personally, it's easier to import, edit and export back to unity.
     
  17. iGoA

    iGoA

    Joined:
    Aug 23, 2020
    Posts:
    15
    Has anybody an idea how I could solve the following?
    I've tried the Mesh Simplify asset for this asset:
    https://assetstore.unity.com/packag...ds/sci-fi/sci-fi-space-soldier-polygonr-66384
    And when I click "compute mesh", the mesh dissappers in the view and in the inspector (at the Skinned Mesh Renderer component) there's this warning:
    upload_2022-2-23_20-3-16.png
    I cannot use a (not skinned) mesh renderer.
    I've tried different settings.
     
  18. greatUnityGamer

    greatUnityGamer

    Joined:
    Aug 11, 2013
    Posts:
    179
    Hi it's the best tool i've seen in my life but for characters, there is alittle problem. If they have blendshapes in them, it removes them. What can be done about this?
     
  19. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    5,790
    does this bake normal delta at runtime?