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UnityMeshSimplifier Alternatives
Similar projects and alternatives to UnityMeshSimplifier
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extOSC
extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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fluid-behavior-tree
Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
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UI-Input
Discontinued Unity project for building common behaviors/shared framework for games. [Moved to: https://github.com/tatmanblue/Unity-Shared]
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SaaSHub
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cup
Create Unity Package (cup) is a command-line app that allows you to create Unity packages from the command line without installing Unity. (by abdelfattahradwan)
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Unity3d-RectMask2DCulling
Custom RectMask2D, that allow to disable Culling / Softness for better performance
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UnityMeshSimplifier reviews and mentions
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Optimizing Graphics and Rendering in Unity: Key aspects and practical solutions
You can also reduce the number of triangles on the fly if you want to create your own clipping conditions. For example you can use this component for runtime mesh processing.
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Why Cities: Skylines 2 performs poorly
https://github.com/Whinarn/UnityMeshSimplifier :
> Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license.
Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html
Unity-Technologies/AutoLOD
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Working on planets with caves generation for my game, some random bug in floating pieces removal caused quarter of my planet to be deleted, looks kind a cool though
Using LOD system, generating LODs for each chunk once its mesh is generated (using https://github.com/Whinarn/UnityMeshSimplifier to generate lower detail meshes). Also, have additional "LODs layer" where I take lowest meshes of all chunks, merge them together and create LODs for resulting mesh. This helps as then I can dissable all chunks game objects and simply enable planet object. (1000 chunks would result in 4000 total game objects as unity uses separate game object for each lod which can all be disabled/destroyed and replaced with 4 gameobjects). This is used if camera is very far away. In screenshot all chunks are in lowest LOD but camera is not far enough away to trigger dissabling of chunks and enabling of planet mesh.
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Finally getting back to work.
This is more of what I want, but it took so long. It also won't work with my current cave digging system but that's an easy fix for later. I decided against writing my own mesh simplification method since this bad boy already exists.
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A note from our sponsor - InfluxDB
www.influxdata.com | 20 May 2024
Stats
Whinarn/UnityMeshSimplifier is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of UnityMeshSimplifier is C#.
Popular Comparisons
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