FindPropertyRelative "renderer". Max screenRelativeHeight,0. Log curTransform. Encapsulate r. DestroyImmediate dummy , false ;.
IFL , Nov 18, This is a great idea, will try to include something like this in the next version. By poping I presume that you mean the noticeable transition when a model switches to another level of detail.
About the only thing you can do is have lots of levels of detail. Also try to make sure that the silhouette is preserved when the switch happens. There is something called a progressive mesh. The idea is that the edges in a mesh are sorted by importance in a pre-processing step. Then at runtime the mesh can be put into any level of detail! Not easy to implement though.
Sorting the edges is very tricky. Especially when factoring UVs and Submeshes on top of considering the geometry. Phong , Nov 18, Thanks for the fast reply! Phong , Nov 19, There is a new version in the asset store with two bug fixes: 1 Fixes errors when switching scenes with the LOD Manager singleton. Phong , Dec 5, Thanks for the updates! Is there an easy way to set the combined-mesh es of specific MeshBakers to specific layers? Or maybe just retrieve the linked CombinedMesh parent GO tied to each baker?
I know how to do it in a complicated way, but I haven't found an easy route that's also efficient. IFL , Dec 26, I will add this to the baker class and submit an update.
Lod ;. NameToLayer "testLayer" ;;. NameToLayer "testLayer" ;. Last edited: Dec 27, Phong , Dec 27, Hey, I didn't see your edited reply until just now. Your layer solution works perfectly, and the update is great. If you don't mind sharing, has this asset done well on the Asset Store? There aren't many ratings, but I can't imagine publishing a project on mobile without it - it's one of the best assets I've purchased. Regardless, I appreciate the hard work you've put into it.
I've done it through code, but others might like it in LOD Manager's inspector. I'd say make it possible to enable light probes as well, but those work off of one point in space, so it wouldn't make much sense for a group of baked meshes. Last edited: Jan 6, IFL , Jan 4, Phong , Jan 6, Phong , Jan 7, Before I try to implement it, is there anything that would make having multiple meshes per LOD level difficult?
It'd save a lot in terms of run-time performance, but not be worth it if it would take too much time to implement. It seems like the bounds checks and editor code would be the most difficult part, unless I'm missing something.
This isn't a feature request, just asking your opinion. IFL , Jan 9, Phong , Jan 9, Joined: Aug 10, Posts: 2, This is sorta the opposite of nesting as described in your manual. Is it possible with your tool? I went ahead and purchased this. LateUpdate has a pretty major performance hit every second. Even in the Editor, on my MBP, the frame rate drops to 30 each time, and on iPad, it drops to 15fps every second. See the profiler screenshot for latter.
What can I do to improve that? EDIT: Image doesn't seem to be showing up. LateUpdate spikes to 86ms every second, which pushes fps down to During that spike, GC is 8ms, GameObject.
Phong , Jan 14, Last edited: Jan 16, Phong , Jan 15, Thanks, I'm trying that. But it won't let me select-all and edit all the "TreePrefab Clone " objects in the CityScene at once -- do I really have to change those values one by one?
Is there any way to globally change them? That is a pain. I did it by writing a short editor script. HelpBox m. GetStats ,MessageType. Info ;. Phong , Jan 17, So this changes those settings invisibly?
They remain unchanged on the tree prefabs. There's no improvement on iPad 3 -- still fps. Also, I am getting this warning repeatedly in the CityScene. I assumed I didn't have to bake anything in your sample scene, but do I? It probably requires a baker that exactly matches the materials no extra. Such a baker could not be found. Last edited: Jan 17, In the Inspector, the trees still have the original Screen Percentage settings.
Does that mean the script change didn't affect them? Last edited: Jan 20, Phong , Jan 18, IFL , Jan 23, Phong , Jan 24, After a week of profiling I have released a new update to the asset store should be live in days : There are three main improvements: I added a frame check offset so that the LODs in each cluster check whether the LOD needs to change in a different frame from the LODs in other clusters.
This helps distribute the load more evenly. Time taken by the garbage collector is included in the scheduling so that long frames are less likely. This makes it easier to see if long bakes are occuring I also have a few ideas how to improve things further so expect another update soon. IFL , Jan 28, But it would be very helpful for us.
Unity Works With Unity 5 Combine meshes and materials to reduce draw calls. Now includes its own texture packer! Requires Mesh Baker. Category: Tools Tags: material , modeling. Share It! Reviews There are no reviews yet. Related Assets Unity Rated 3. Previous - Next. This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish.
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