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Skinned Mesh Combiner

Discussion in 'Assets and Asset Store' started by marcos4503, Jan 18, 2019.

  1. marcos4503

    marcos4503

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    The Skinned Mesh Combiner MT does the work of combining your knits to reduce draw calls through two methods:

    One mesh per material - Merges all knits and submails that use the same material in 1 mesh only! In the end, all properties, textures, materials and animations remain intact. It is the best method to use at runtime and the most efficient, in addition to being compatible with any type of model!

    All in one - Merge all meshes, textures and patterns into 1 only. This method takes longer and is not compatible with all meshes, but it is the method that reduces draw calls more drastically. (Please keep in mind that this method only works with simple meshes, meshes that have only animations, bones, main textures. Meshes with normal maps, for example, may have compatibility problems.)

    That simple! See the Skinned Mesh Combiner at the Asset Store now! I will always be working to improve and add new features!


    Enjoy great asset documentation and optimize your 3D games!

    This asset was created by me, Marcos Tomaz. If you need help just contact me via email (mtassets@windsoft.xyz).
     
    Last edited: Feb 6, 2019
  2. TonismoGames

    TonismoGames

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    Hi,I have just bought this asset. It is very cool. I keep getting this error trying to combine meshes during runtime. upload_2019-4-23_22-34-24.png upload_2019-4-23_22-35-18.png
     
  3. marcos4503

    marcos4503

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    Hello TonismoGames!

    Many thanks for buying the Skinned Mesh Combiner MT!
    Can you send an image that displays all the logs that appeared in the logs tab after trying the merge?
     
  4. TonismoGames

    TonismoGames

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    Sure,in the demo it works fine.This issue is coming from runtime. I added the SkinnedMeshCombiner component at runtime too.
    upload_2019-4-24_18-55-46.png upload_2019-4-24_18-56-27.png upload_2019-4-24_18-58-47.png
     
  5. marcos4503

    marcos4503

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    Before the Skinned Mesh Combiner merge, it creates a list of meshes that will be merged. Whenever a mesh does not meet the minimum requirements, this mesh is removed from the merge list.

    If at the end of the check, only 1 or 0 meshes remain, the merge is canceled.

    It looks like you're trying to merge meshes that do not have textures ... The "All In One" method depends on materials that use main textures to work. If your materials do not use textures, consider using the "One Mesh Per Material" or "Just Material Colors" method!
     
    Last edited: Apr 27, 2019
  6. TonismoGames

    TonismoGames

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    Thank You so much for the reply and help!
     
  7. marcos4503

    marcos4503

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    No problems! I am available!
    Have a great day and good productivity!
     
  8. Cyrill9

    Cyrill9

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    Greetings!

    Does the asset combine individual characters only, or can it also combine multiple characters?
     
  9. marcos4503

    marcos4503

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    Hi!

    The tool combines only individual characters!
     
  10. Crisos90

    Crisos90

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    Hello this asset can combine in runtime?
     
  11. marcos4503

    marcos4503

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    Hello! For sure! The Skinned Mesh Combiner has been developed to combine meshes in the editor, or at runtime. You can combine meshes at runtime, easily, either through the Inspector or through C # code to merge or undo the merge.

    Merge works on all platforms, at runtime! :)
     
  12. creativelefty

    creativelefty

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    does your asset give clear descriptions on how to combine meshes at runtime using script? If for example I have a parent GO with many child GOs (heads,bodies.legs, etc) but only want to combine the active child GOs, is it easy to do using script with your asset?
     
  13. marcos4503

    marcos4503

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    For sure! The documentation provides clear information on how to use the asset, both at the publisher and at runtime. It is extremely simple to use it also at runtime. By default the asset only combines the active gameobjects, and there is no problem in combining a 3d model that has multiple child game objects. :)
     
  14. creativelefty

    creativelefty

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    Hi Just bought your skinned mesh combiner, after adding it into a script I get 9 of these types of warning messages,

    Assets\MT Assets\Skinned Mesh Combiner\Scripts\SkinnedMeshCombiner.cs(1639,61): warning CS0618: 'PrefabUtility.CreatePrefab(string, GameObject)' is obsolete: 'Use SaveAsPrefabAsset instead.'

    Do I have to change all of these in your SkinnedMeshCombiner.cs script?

    P.S. I'm running unity 2019.2.0f1
     
  15. creativelefty

    creativelefty

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    Just want to add, tested and your asset works great, reduced from 71 to 38 draw calls in my scene (which is a heck of a draw call reduction for mobile). Was initially worried it cancelled the combine since several of my character's meshes had different root bones. But switching off the 'only equals root bones" solved it, luckily without any deformed meshes. (not sure if in future update you can expand in this area so there is more options for us to decide how/when/which meshes are combined). Cheers for your hard work on this asset.
     
  16. marcos4503

    marcos4503

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    Hi! Thank you so much for buying the asset, and I'm glad you enjoyed it :)

    About obsolete API messages: In newer versions of Unity, the prefab system is different from version 2018.1 (Version where support for Skinned Mesh Combiner begins). Therefore, these messages appear on the console. To solve this problem, just replace the "PrefabUtility. CreatePrefab" methods with "SaveAsPrefabAsset". This is only a temporary solution, in the next Skinned Mesh Combiner update, I will be ending these messages! :)

    I'm glad the asset helped you! Usually turning off the "Only Equal Root Bones" option already solves most problems of different root bones.

    I am always planning to bring improvements and additions to my assets, and really appreciate any suggestions! If you have any free time, and are willing to send me an email describing your suggestions better, I would be delighted to receive them!

    My support, contact and suggestions email is (mtassets@windsoft.xyz)

    Thank you!