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Utilities [RELEASED] MeshFusion Pro : Ultimate Optimization Tool

Discussion in 'Tools In Progress' started by NewGameStudio, Apr 4, 2023.

  1. NewGameStudio

    NewGameStudio

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    MESH FUSION PRO
    Real-Time Static, Dynamic & LOD's Combining


    Hello, fellow developers!

    I have something special that I've been working on, and I can't keep it a secret any longer!
    Introducing Mesh Fusion Pro - my brand-new asset that, in my opinion, has the potential to transform the way you optimize performance in Unity.

    Mesh Fusion Pro allows you to combine Static objects, LODGroups, and even Dynamic objects - yes, you read that right!
    All of this is wrapped up in a user-friendly and easy-to-use package.

    Combining objects is crucial for reducing draw calls and increasing the overall performance of your game, especially on lower-end devices. Mesh Fusion Pro makes this process seamless and efficient, ensuring a smoother gameplay experience for your players.

    I created this forum to share the latest news, demo videos of the asset, and update announcements. I'm also here to connect with you! I want to hear your thoughts, suggestions, and answer any questions you may have.

    Subscribe to this forum to keep up with my updates, and let's create something awesome together!
    Stay tuned and don't miss the Mesh Fusion Pro release on the Unity Asset Store!


    Thanks for staying with me and see you soon!

    Website

    Asset Store Link

    Discord Server

    MeshFusionPro Demo Scene


    Mesh Fusion Pro Presentation



    Mesh Fusion Pro : Sneak Peek Into Next-Level Optimization



    Performance Showdown MeshFusion Pro vs. StaticBatching, GPUInstancing, and SRPBatcher
     
    Last edited: Jan 17, 2024
    nehvaleem, blueivy and CodeSmile like this.
  2. CodeSmile

    CodeSmile

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    Sounds nice but ... what is it and what does it do? A little bit more info would be welcome. ;)
     
    NewGameStudio likes this.
  3. NewGameStudio

    NewGameStudio

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    Hi,

    Thank You for your question and congratulations on being the first person to post on this thread!
    Today I will take a short video with an example of work and lift the veil of mystery a bit:)
     
    Last edited: Apr 5, 2023
  4. mgear

    mgear

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    sounds great, looking for such solutions all the time..

    is it better compared to current store solutions or hlod?
    works in VR or mobile too?
     
  5. NewGameStudio

    NewGameStudio

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    Hi,

    Thanks for question!

    Before embarking on this project, I conducted a thorough market analysis and I can confidently say that my asset has several key advantages over others.

    Unfortunately, out of respect for professional ethics, I cannot directly compare my asset with any other asset in the Asset Store (as much as I would like to, haha;)).

    However, I can highlight a few key features that set my asset apart:

    Ease of Use: Many of the assets I've encountered can be difficult to understand. Sometimes it seems easier to write your own solution than to figure out how to work with an existing one. My goal is to make my solution as simple as attaching a component to a GameObject.

    Versatility: Many assets don't offer runtime APIs, but only work in the editor. Many assets do not support procedural generation. some assets offer to buy support for LODs separately. Some have limited customization options and poor performance, while others have an enormous number of options. I aim to provide a simple one-click optimization solution for those who want to improve the performance of their game, as well as well-documented code for power users who want to customize the program to their needs.

    A unique feature: No other asset I know of allows combining dynamic objects, which sets my asset apart.

    I plan to release a video comparing my solution to Unity's built-in solution soon, so stay tuned!:)
     
    mgear likes this.
  6. NewGameStudio

    NewGameStudio

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    Thanks for the wait.
    It took a little longer than I had planned. Creating videos isn't really my specialty, after all:D
    (There are subtitles available for the video.)

     
    blueivy likes this.
  7. mgear

    mgear

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    Please also consider some kind of batch or mass selection tool, in many solutions it is quite cumbersome to manually fiddle with single objects.. when you'd rather just "[x] optimize everything".

    One big issue with unity LOD groups is also that its based on screenspace height, which makes it impossible to setup all objects at once or to appear at correct distance (since some objects are taller than other, rather would have LODS by distance..)
     
  8. NewGameStudio

    NewGameStudio

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    Thanks for the suggestion. I will pay more attention to the selection tool and try to fulfill your wish :)

    Yes, unfortunately it is impossible to combine LOD objects without changing parameters. But MeshFusion Pro selects such objects for the combine to keep the proportions as much as possible
     
    mgear likes this.
  9. NewGameStudio

    NewGameStudio

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    Hello everyone! I released a new video that compares MeshFusion Pro with StaticBatching, GPUInstancing, and SRPBatcher. I would love to hear your thoughts and feedback.

     
    heartingNinja and Brian-Ryer like this.
  10. NewGameStudio

    NewGameStudio

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    MeshFusion Pro Demo Scene Announcement and Chance to Get a Free Key!

    Hello forum members!

    I'm excited to announce that I'll be uploading a demo scene for MeshFusion Pro in the near future. This will give each of you the opportunity to test the asset's functionality on your own devices and see how it improves performance.

    In order to make the asset even better, I would appreciate it if you could provide some usage statistics. Please share information about the device you ran the application on, any performance differences you noticed, and any other relevant details.


    As a token of gratitude for your active participation in the forum, I will select several of the most active users and provide them with a free key to download the asset upon its release.

    Stay tuned for updates on the demo scene and don't hesitate to share your experiences once it becomes available. Your participation and input are greatly appreciated!
     
  11. NewGameStudio

    NewGameStudio

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    MeshFusion Pro Demo Scene Available!

    Hello forum members!

    The MeshFusion Pro demo scene is now live for testing!
    Experience its functionality and performance improvements on your own devices.

    I'd appreciate your feedback on the device used and performance differences observed. Valuable contributors may receive a free key for the full asset upon release.

    Download the demo scene here.
    Share your experiences and insights, and happy testing!
     
    Last edited: Apr 27, 2023
  12. nehvaleem

    nehvaleem

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    Any ETA for the release? I've checked out the demo scene and it looks promising, but without getting my hands dirty in the editor I cannot test it deeper.
     
  13. bobadi

    bobadi

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    hi, I was interested in dynamic objects

    the result were without mesh fusion starting at 25 (consolidated around 50) and 61 with mesh fusion

    after spawning 10x
    without mesh fusion around 4-12
    with mesh fusion 28


    this looks good to me
    also maybe the demo could use a number of objects on screen

    tested on laptop
    Processor Intel(R) Core(TM) i3 CPU @ 2.20GHz 2.21 GHz
    RAM 8.00 GB

    ps: what I would like to know if these pieces could act as rigidbodies independantly (with gravity)
    because if they are chosen from a pool, it probably won't help my case
     

    Attached Files:

    Last edited: May 22, 2023
  14. NewGameStudio

    NewGameStudio

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    Hi, thanks for testing!

    Yes, I plan to release MeshFusion Pro in the next two weeks.
     
  15. NewGameStudio

    NewGameStudio

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    Hi,

    Thanks for the detailed feedback and suggestions. I really appreciate it.

    My idea is that you can move these objects in absolutely any way, whether it's just changing positions, or applying physics, including rigidbody.

    But it's important to remember that moving parts of the combined meshes will be slower than just moving the object in any case. This way of optimization is suitable for combining objects that do not change position very often, or for those where only a small fraction of their total number is moving.
     
  16. NewGameStudio

    NewGameStudio

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    Hi all!

    I hasten to please you that MeshFusion Pro was completed and fully tested a week ago. Its absence from the Asset Store is due to my inability to create videos :) While I am editing a tutorial video - I suggest you look at the features of MeshFusion Pro. I look forward to your feedback.

     
    nehvaleem and Brian-Ryer like this.
  17. NewGameStudio

    NewGameStudio

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    If the video with the tutorial appeared on the channel - then the release is very soon!

     
  18. bobadi

    bobadi

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    so that it works. physics apply on a dynamic object even if combined! right?
    meshfusion.gif

    that is the crazy part, that is the gamechanger
     
  19. ktpttd

    ktpttd

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    That's insane dude. The dynamic object is unique. Can't wait to use this.
     
  20. NewGameStudio

    NewGameStudio

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    Yes, that's exactly how it works:)

    The combined object tracks the movement and applies it.

    Although moving part of the combined mesh is more resource-intensive than moving an uncombined object, it can be useful when the object is moved rarely and brings extra FPS, as presented in the demo scene.
     
  21. NewGameStudio

    NewGameStudio

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    Thank you for that response. I really appreciate it)
     
  22. NewGameStudio

    NewGameStudio

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    Fellow developers!

    I'm happy to tell you that MeshFusion Pro is already available on the AssetStore and you can buy it at a 30% discount!
    Link : https://u3d.as/357x

    The second news is that I am asking you to help me make MeshFusion Pro better. I will give free download vouchers to the first three people who respond to this post. I would love to hear about your impressions of using my Asset.

    I look forward to your feedback :)
     
  23. bobadi

    bobadi

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    sure :)

    maybe you already have that, but
    would be nice if you have easy script functions to assign/clear objects, not just buttons in the inspector.
     
  24. NewGameStudio

    NewGameStudio

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    bobadi, first voucher goes to You :)

    Can you explain a little more on your idea?

    Do you mean the ability to add an object using scripting?

    You can do that with AddComponent<MeshFusionSource>() (MeshFusionSource must be StaticMeshFusionSource/DynamicMeshFusionSource/LODMeshFusionSource)
     
  25. buc

    buc

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    if this is what I think it is, then it's a complete game changer!
    would love to get access to it and test it out :)
     
    Last edited: May 20, 2023
  26. Fabbs

    Fabbs

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    Would love to try it out, really at the point where i need to start optimizing a big scene.
     
  27. NewGameStudio

    NewGameStudio

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    It looks like you have a closed inbox and I can't start a conversation. So, I'm posting the voucher here:
    ASV-6364-LRXC-VL7G-PHKA-PT4H
     
    UnitySynopsis likes this.
  28. Fabbs

    Fabbs

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    Hmm, thats weird. Seems like someone was faster to snag that one up anyways :)
     
  29. NewGameStudio

    NewGameStudio

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    As I can see in publisher profile voucher is still available :)
     
  30. ktpttd

    ktpttd

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    I used Perfomance Tools from you before. It's really boost FPS my game, and now The meshfusion is another level. Haha
     
  31. NewGameStudio

    NewGameStudio

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    Hi,
    Thanks for staying with me.
    I would love to send You a voucher as an old user :)
     
    ktpttd likes this.
  32. ktpttd

    ktpttd

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    oh really, thank you so much.
     
  33. bobadi

    bobadi

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    thanks!

    I mean having an array of object (or single object) assigned/cleared in code
    for what these buttons do
    meshfusion1.jpg

    if that is all we have to do (adding meshfusionsource component) then yes.
     
  34. UnitySynopsis

    UnitySynopsis

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    I also didn't get it... :) According to the description, the asset turned out great! :)
     
  35. Cam_Fox

    Cam_Fox

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    I just discovered this asset while browsing New Releases. I'd be excited to try it out and provide you with my feedback! I'd also be happy to leave a review in the Asset Store. Cheers!
     
  36. NewGameStudio

    NewGameStudio

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    Thanks for Your suggestation.

    In general, in order to generate an object at runtime, you really just need to attach the MeshFusionSource component. But having some kind of static function would be more convenient. Thanks :)
     
  37. NewGameStudio

    NewGameStudio

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    Sent it to your inbox :)
     
  38. NewGameStudio

    NewGameStudio

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    There were more vouchers than I expected to give out. But I still haven't gotten any feedback, so I could really use your opinion. Sent you a voucher inbox
     
  39. indiedev37

    indiedev37

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    Long time user of your quality asset Performance Tools, so I'm sure this will be good. Just one question before committing. My use case is combining a number of object and moving them together, no need to move them individually. Will this still impact performance?
     
  40. NewGameStudio

    NewGameStudio

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    Hi,

    Thanks for staying with me :)

    It is the best use case with no performance impact.
    You just need to attach StaticMeshFusionSource to the object group and then move the created CombinedObject.

    As an old user you have some privileges). Please email me (andre-orsk@yandex.ru)
     
  41. NewGameStudio

    NewGameStudio

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    Hi everyone!

    Today I decided to try and run a discord server for quick help and feedback from you.

    It's a test run for now, and you can find the link here.
     
    buc likes this.
  42. bobadi

    bobadi

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    did a quick test, everything seems to be fine.

    some things to not forget:
    need to lock the inspector on the meshfusion control object to be able to select objects and click button.

    the physics work independantly:
    (two of the combined objects are kinematic)
    meshfusion2.gif

    doing the assigning in code will need more precise explanation,
    how would I go about it like this
    Code (CSharp):
    1. public class meshFusionCX : MonoBehaviour
    2. {
    3.     public Transform[] T;
    4.     int i;
    5.  
    6.     void Start(){
    7.         assignObjects ();
    8.     }
    9.  
    10.     public void assignObjects()
    11.     {
    12.         for (i = 0; i < T.Length; i++) {
    13.             T [i].gameObject.AddComponent<NGS.MeshFusionPro.DynamicMeshFusionSource> ();
    14.             T [i].gameObject.AddComponent<NGS.MeshFusionPro.SourceTracker> ();
    15.         }
    16.     }
    17.  
    18. }
    or even is that neccessarry to assign / click button
    or object is being tracked if DynamicMeshFusionSource and SourceTracker is added on a object?

    I will have questions about using the cells later, so if you have some basics advice that would be great.

    ps: I don't like discord, so I'm not going to use that.
     
    Last edited: May 22, 2023
  43. NewGameStudio

    NewGameStudio

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    Thanks for the feedback!

    Looks like I need to do a little tutorial on how MeshFusion Pro interacts with scripting.

    I tried to make it as simple as possible :)

    You just need to assign a component to an object so that it combines.
    You can do this with, for example, AddComponent<DynamicMeshFusionSource>(), if you want to combine a dynamic object.

    Additionally, if you want the combined object to track changes - you also need to add a SourceTracker component.
     
  44. bobadi

    bobadi

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    okay, so the runtimeMeshFusion registers those objects (which have those two scripts added) automatically?

    checked, that is what's happening.
    (updated script snippet)


    1000 cubes falling meshFusion off / on
    (recorded at 10 fps for smaller filesize)
    meshfusion3.gif
     
    Last edited: May 22, 2023
  45. NewGameStudio

    NewGameStudio

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    Yes, that's the idea - all the user needs is an attach component, and MeshFusion Pro will do the rest :)

    By the way, fps should be higher after the cubes stop moving.
     
    bobadi likes this.
  46. nehvaleem

    nehvaleem

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    How does this tool handle materials when combining meshes? Does it just assign materials to a given submesh or is there some sort of materials combining (like texture atlas or array)?
     
  47. Fabbs

    Fabbs

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    Ok, been trying it out for a bit and i must say that i love the focus on ease of use. Very simple to set up and it works like a charm. The one issue i have found for now is that when loading a scene (my game is split up in scenes) with alot of objects that needs to be combined it chugs quite abit when the work is being done. Now this was tried on like 15k objects for testing, but still. Would absolutely love the ability to pre-combine in edit mode for that reason.

    All in all tho, i am very impressed!
     
  48. nehvaleem

    nehvaleem

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    It seems that it doesn't come with asmdef support out of the box.

    Also - it seems that it doesn't play well with TVE. In my case, MeshFusionPro couldn't make TVE meshes readable.
     
    Last edited: May 22, 2023
  49. NewGameStudio

    NewGameStudio

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    Hi,

    MeshFusion Pro does not do texture atlasing. It would take a monstrous amount of time at runtime.

    I don't really understand what you mean by asmdef support. Please tell me more about the problem you encountered.

    TVE - The Vegetation Engine? I have not tested MeshFusion Pro for compatibility with other Asset Store assets
     
  50. NewGameStudio

    NewGameStudio

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    Thanks for the feedback! I plan to add the ability to combine objects in the editor in the next update.
     
    Brian-Ryer likes this.