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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Reduce overdraw in Unity games with visibility culling
In this blog post we will show how to use Simplygon to optimize a Unity scene with visibility culling. This allows us to throw away geometry that is never visible from the player's point of view, reducing both overdraw and number of triangles.

How animation hides LOD Transitions
In this blog post, we will investigate how animations affect LOD transitions. According to our results from our small sample set, we can switch around 2-4 times closer to the camera if an object is animated compared to when it is static.

What's new in Simplygon Autumn 2025
Since our initial release of Simplygon 10.4 we have added several new features, improvements and fixes to the core Simplygon SDK, as well as our integrations with DCC tools and game engines.

Getting started with draw call optimization in Unity
In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.

Optimizing vegetation assets with reduction and billboard pipeline
In this blog we will look at how to optimize vegetation assets with a combination of reduction and billboard cloud pipelines. We will also cover some texture import settings in Unity.

Geometry Importance and Welding for low poly optimization
In this blog we'll look at some settings that can help out when optimizing models to really low poly count. We'll look at geometry importance and weld distance.

LOD0 optimization in Unity
Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.

Optimize Unity character prefabs
In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.

Automated Unity prefab optimizer
In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.

Rendering vegetation imposters
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.

Custom texture casting in Unity
In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.

A tool for optimizing distant meshes in Unity
In this blog we'll create a Unity tool similar to our Unreal Engine plugin's Stand-In feature. It can be of great use to optimize objects in backgrounds of video games.
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