UnityMeshSimplifier VS extOSC

Compare UnityMeshSimplifier vs extOSC and see what are their differences.

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UnityMeshSimplifier extOSC
4 1
1,805 206
0.4% 0.0%
0.0 5.9
about 1 year ago about 1 year 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.
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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.

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.
  • Optimizing Graphics and Rendering in Unity: Key aspects and practical solutions
    2 projects | dev.to | 29 Apr 2024
    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.
  • Why Cities: Skylines 2 performs poorly
    7 projects | news.ycombinator.com | 5 Nov 2023
    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

  • 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
    1 project | /r/proceduralgeneration | 27 Jun 2022
    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.
  • Finally getting back to work.
    1 project | /r/Unity3D | 5 Jan 2022
    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.

extOSC

Posts with mentions or reviews of extOSC. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-01.

What are some alternatives?

When comparing UnityMeshSimplifier and extOSC you can also consider the following projects:

unity-raw-input - Windows Raw Input wrapper for Unity game engine

SK.Libretro - Libretro wrapper written in C# with support for the Unity game engine

TileMaps - Example repository for organizing generic tile maps in Unity with C#

voxul - voxul is a voxel framework and voxel mesh editing tool for Unity.

Unity3d-RectMask2DCulling - Custom RectMask2D, that allow to disable Culling / Softness for better performance

Unity-QuickSheet - Unity-QuickSheet enables you to use spreadsheet file data within Unity editor.

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