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[RELEASED] - proMesh Combine Utility (Only 4.95$!) - Reduce your draw calls!

Discussion in 'Assets and Asset Store' started by proandrius, Apr 2, 2015.

  1. proandrius

    proandrius

    Unity Technologies

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    proMesh Combine Utility is now available on the Unity Asset Store.

    Link to the Asset Store - https://www.assetstore.unity3d.com/en/#!/content/33405.

    Screenshots




    Useful tool for combining meshes in editor or at runtime.

    Features
    - Combine meshes in the Editor or Runtime.
    - Make multiple lists for easy management.
    - Lightmap support.
    - Different optimization levels.
    - Can handle any amount of objects.
    - Dynamic combine for Runtime to avoid spikes.
    - Auto cleanup after mesh combine.
    - Additional methods for managing objects.
    - Combine object prioritization.
    - Generate colliders after mesh combine.
    - Very easy and simple to use.
    - Examples and documentation.

    Full support for Unity 4.6+ and Unity 5.

    Get now only for 4.95$.
     
  2. CoderPro

    CoderPro

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    Please make a version that compatible with Unity 5.
     
  3. proandrius

    proandrius

    Unity Technologies

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    Hi, it is compatible with Unity 5.0 or are you having some problems?
     
  4. carking1996

    carking1996

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    Any web demos or videos on it's usage?
     
  5. proandrius

    proandrius

    Unity Technologies

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    Hi, not really since it's pretty straight forward tool. I can make some demos if you like, what kind of demos you think would be interesting to see?
     
  6. carking1996

    carking1996

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    Do a heavy city scene, people always are asking best ways to optimize like sim-city like scenes and stuff.
     
  7. proandrius

    proandrius

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    Ok, I will try to come up with something during the week. :)
     
  8. CoderPro

    CoderPro

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    I have some problems, i an using Unity 5.

    1. When i try combine with low, medium and high level optimize then do not have much different about drawcall between each level optimize. Example: Drawcall numbers when i using low = medium = high ~ 106 drawcall.

    2. In my project, i am using mobile shader is Mobile/Particles/Alpha Blended. After i combined my game scene. All game objects that have Mobile/Particles/Alpha Blended shader are lost. Could not show textures. If i change to Standard/Fade or Transparent shader, texture will show again. But i want to using Mobile shader, could you test and fix in this case ?

    3. When i try make runtime combine, i always receive many errors in runtimes. My scene game have > 100k & < 200K triangles. Could you test combine runtime case and fix it ?

    4. After combine, in stats window, my scene triangle number from 40.0k to 84.2k. I dont known why.

    Hope you using Unity 5 to test, fix and improvement this kit.

    Thanks
     
  9. proandrius

    proandrius

    Unity Technologies

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    1. It's because low compression is enough to compress your scene at maximum.
    2. Combining Mobile Alpha Blended shaders are not supported by Unity.
    3. What kind of errors?
    4. Triangle count increase is expected. Don't worry about this.
     
  10. CoderPro

    CoderPro

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    So, If i want to keep quality of the scene and want to optimize it for mobile platforms. Should i choose Low or Medium or High Level ? Because I am afraid that, if i using High or Medium level, the quality of scene will be lost. Or if i choose Love level, its will not optimize for my game. What should i do ?

    And do you have plan to make combine texture that include in this package in the future ?

    Thanks
     
  11. proandrius

    proandrius

    Unity Technologies

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    1. Optimization level does not reduce the quality of the mesh. The higher the optimization the bigger are the combined blocks. The only problem with doing high optimization level is if you have very big scene bigger combined blocks can be worse than more smaller combined blocks. I would suggest using it at medium in most cases.

    2. Combined textures are in the plans but not sure when it will happen.