TileMaps
Example repository for organizing generic tile maps in Unity with C# (by nicholas-maltbie)
UnityMeshSimplifier
Mesh simplification for Unity. (by Whinarn)
TileMaps | UnityMeshSimplifier | |
---|---|---|
13 | 4 | |
17 | 1,650 | |
- | - | |
2.6 | 0.0 | |
about 2 years ago | 3 months ago | |
C# | C# | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
TileMaps
Posts with mentions or reviews of TileMaps.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-02-16.
UnityMeshSimplifier
Posts with mentions or reviews of UnityMeshSimplifier.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-04-29.
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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.
What are some alternatives?
When comparing TileMaps and UnityMeshSimplifier you can also consider the following projects:
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
extOSC - extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.