UnityMeshSimplifier
UI-Input
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UnityMeshSimplifier | UI-Input | |
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4 | 3 | |
1,648 | 1 | |
- | - | |
0.0 | 7.7 | |
3 months ago | over 1 year ago | |
C# | C# | |
MIT License | Apache License 2.0 |
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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.
UI-Input
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Sharing code with symlinks?
IDK if this helps: I export 4 different unity packages from this unity project. And I import them in other unity projects.
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Code Structure And Dependencies In Unity
If you haven't already considered it, one way to help with dependencies is to use an injection framework of some type. It doesn't to be complex (like a full DI system) to increase the decoupling/cohesion. This is a simple example of a service locator which is a form of reducing dependencies.
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New to using Singletons and unity in general. There are two main problems. 1: My SpawnManager has a hidden dependency that makes it reliant on GameManager or breaks. 2: My project doesn't work loading from any scene as all my Singletons are created only once in the main menu. Correct me please?
One is using a service look up pattern. Then the only literal reference is to the service locator and interfaces. This is an example of my own cheap implementation of a service locator.
What are some alternatives?
extOSC - extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.
SIPSorcery - A WebRTC, SIP and VoIP library for C# and .NET. Designed for real-time communications apps.
TileMaps - Example repository for organizing generic tile maps in Unity with C#
ParrelSync - (Unity3D) Test multiplayer without building
fluid-behavior-tree - Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
ArcCreate - Community based rhythm game editor and player made with Unity.
unity-raw-input - Windows Raw Input wrapper for Unity game engine
cup - Create Unity Package (cup) is a command-line app that allows you to create Unity packages from the command line without installing Unity.
Unity3d-RectMask2DCulling - Custom RectMask2D, that allow to disable Culling / Softness for better performance
Unity-GPU-Based-Occlus
realtime-CSG-for-unity - Realtime-CSG, CSG level editor for Unity
niagara - A Vulkan renderer written from scratch on stream