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.

A look at impostor from single view in Unity HDRP

In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

Calculating LOD transitions when using triangle ratio as reduction target

This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.

Reuse skeletons for Unity LODGroup

In this holiday themed blog post we'll showcase how to reuse skeletons for different LOD levels in Unity. As an extra spice we will also throw in Bone Reduction for our last LOD level.

Using Simplygon with Unity LODGroups

This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.

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