UnityMeshSimplifier
ArcCreate
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UnityMeshSimplifier | ArcCreate | |
---|---|---|
4 | 1 | |
1,648 | 274 | |
- | 2.6% | |
0.0 | 8.4 | |
3 months ago | 10 days ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 only |
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UnityMeshSimplifier
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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.
ArcCreate
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Did you know that you can play fanmade charts legally now?
For more information, you can check out the project here: https://github.com/0thElement/ArcCreate
What are some alternatives?
extOSC - extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.
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.
TileMaps - Example repository for organizing generic tile maps in Unity with C#
UnityNativeScripting - Unity Scripting in C++
fluid-behavior-tree - Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
WaccaMyPageScraper - Scraping WACCA MyPage data for an archiving. Don't let your data be lost.
UI-Input - Unity project for building common behaviors/shared framework for games. [Moved to: https://github.com/tatmanblue/Unity-Shared]
MyBox - MyBox is a set of attributes, tools and extensions for Unity
unity-raw-input - Windows Raw Input wrapper for Unity game engine
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files
cup - Create Unity Package (cup) is a command-line app that allows you to create Unity packages from the command line without installing Unity.
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity