This extension REQUIRES Mesh Combine Studio 2
* Supports Unity 2017.x, 2018.x, 2019.x, 2020.x and 2021.x .
* Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, VR, etc).
* Supports Standard Rendering, URP and HDRP.
* Supports all mesh formats that Unity supports (.fbx, .obj, .dea, 3ds, .skp, etc).
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This extension gives the best performance possible by using the easiest way to get amazing looking Caves and Overhangs on any terrain solution.
The easiest way to create caves and overhangs (and best looking) is by stacking your rock models inside the Unity Editor. The issues:
1). It's bad for performance because there's a lot of rock geometry (triangles) that overlaps with other rocks or are below the terrain. So many triangles are drawn that are never visible and this also results in overdraw on the GPU which reduces performance.
2). It's bad for lightmapping. Lightmapping gives the best looking results especially on caves but a lot of lightmap texture space (increase in memory needed) is wasted with the never visible rock triangles.
This MCS extension solves those issues in a few clicks and removes all rock triangles that are never visible. What we measured is that it removes ~60-75% of the rock triangles in the arenas for our game D.R.O.N.E.
It beats performance of GPU Instancing, as with grid cell based combining and only 1/3 of the original triangles to draw it's obvious whose the winner.
Features:
* Compatible with any rocks asset pack.
* Compatible with Unity terrain, any Voxel terrain and terrain mesh solution.
* Reduces draw calls by using MCS cell-based combining.
* Much faster than GPU Instancing.
* Geometry reduction of ~60-80%.
* ~3x faster to render.
* ~3x less over draw on the GPU.
* ~3x cheaper shadows.
* ~3x reduced lightmap texture space needed (when using lightmapping).
* ~3x reduced memory needed compared to Static Batching or Classic Combining.
* Cheaper colliders (physics).
* Supports lightmapping.
* Supports LODs.
Please keep in mind this is an optimization extension for Mesh Combine Studio and not an Art Asset. There's only one rock model included for the example Scene. The cool thing is that you can use any of your rock Assets, with the condition that the rock models are closed meshes.
Version 1.31 -------------------------------- * Reorganized to support .asmdef files in Mesh Combine Studio 2 version 2.996 * Fixed issues with .fbx * Fixed deprecated GUI layer in example scene camera Version 1.30 -------------------------------- * Added option to exclude GameObjects from having overlaps removed by tag. Version 1.29 -------------------------------- * Fixed missing textures in example Scene since version 1.28. Version 1.28 -------------------------------- * Fixed error when LOD Group renderer is null. Version 1.27 -------------------------------- * 'MCS_RemoveOverlappingTris' script can be attached to GameObject Parent to avoid the need of setting the layers to the Overlap LayerMask. * Fixed error when Overlap LayerMask is on nothing. * A report option for found objects not being on the remove overlap LayerMask. Version 1.26 -------------------------------- * Improved example Scene for combining in runtime Version 1.25 -------------------------------- * Improved example Scene with new navigation camera Version 1.22 -------------------------------- * Fixed removal issue when Physics.autoSyncTransforms is disabled Version 1.21 -------------------------------- * Original collider deactivation fix Version 1.2 -------------------------------- * Remove same position triangles. E.g. will remove insides of cubes that are snapped together. * Removal of overlapping triangles more accurate. Version 1.1 -------------------------------- * Fixed error when 2 vertices on the same position. Version 1.0 -------------------------------- First release