Mesh Baker 3.3.4 has been submitted to the asset store. Improvements: Texture colors bleed into atlas padding Meshes can be baked without creating atlases if all meshes use the same material New script for culling animations on combined meshes Buffers are cleared after baking to reduce scene size and memory use Mesh Baker is available…
Here is a video of greenhouse space station modules being destroyed by a meteor swarm. Video clip from unnamed, upcoming space game.
Here is the hyperspace gate for a new game I am working on. Don’t have a name for the game yet.
I have been keeping notes on my PC about best practices and undocumented Unity details. Others may benefit from this so I have decides to put these notes online. My first page is about rigidbodies.
A new version of Mesh Baker LOD is available. This version includes a new cluster type for skinned meshes which makes it possible to group skinned meshes. It is also possible to NOT bake meshes at particular levels. This is useful for not baking level zero meshes which are often large and only a few…
I have created a couple of new tutorial videos focusing on combining skinned meshes and saving skinned meshes as a prefab. Combining Skinned Meshes And Saving As A Prefab Combining Mesh Renderer Objects Into A Skinned Mesh
Mesh Baker 3 has been released. It should be live in the Asset Store shortly. This version is a big cleanup and refactor of the code. It is something I have wanted to do for a long time but have been avoiding because the changes require changing how settings are stored in the components and…
Make your open world fly! It’s like static batching and LOD combined! Find out more here. Mesh Baker LOD is now available in the asset store.
Mesh Baker LOD is finally ready and has been submitted to the asset store. The results are fantastic! A 95% reduction in drawcalls in my example scenes. Check out this video to see what I mean. More tutorial videos an information are available here.
I am putting the finishing touches on my latest asset MeshBaker LOD. This asset combines level of detail meshes into clusters and bakes the clusters into combined meshes. As the camera moves closer and further away from the objects the LODs are updated in the combined mesh. It can also be used with skinned meshes…