

* Extensive lightmapping support for realtime and baked GI.

* Fully automated combining like Unity’s static batching (but with more options), no tedious manually combining and get results in a few clicks. * Advanced and performant multi-threaded combine job manager with lowest memory overhead possible and GC friendly. * Combines dynamic objects, where dynamic parts keep moving. combine all shadow casters into 1 material, saving a lot of draw calls for each shadow cascade. LODs are switched per cell which give better performance and less LOD popping. * Automatically combines LOD Group meshes. * Not only reduces Draw Calls, but also uses grid cell based mesh combining, which is optimal for culling, z-sorting and LOD switching. * Easy to use, simple and self explaining Inspector with tool-tips. * Should be used as a faster alternative to Unity’s static batching and can give significant to drastic performance improvements. to optimize the rocks and rock caves and overhangs in our pre-made arenas, where it reduces our rock triangles with 60-75%, which gives an unbeatable performance and memory saving on lightmap textures. We also use this feature of MCS in D.R.O.N.E. With its extension MCS Caves & Overhangs, MCS removes inside geometry for stacked meshes that form any formations like rocks to build caves and overhangs. LODs are switched per cell which gives better performance and less LOD popping. MCS has automatic LOD Group compatibility. Less objects need to be culled, z-sorted and LOD switched.
Not only are the draw calls greatly reduced, but since MCS combines meshes into grid cells, it dramatically improves culling performance as well. MCS can combine all shadow casters into 1 material, saving a lot of draw calls on each shadow cascade. This can save a lot of lightmap texture space, memory and increases even more the performance. MCS has a unique features to remove geometry that is never visible to the camera. MCS also combines dynamic objects where dynamic parts will keep moving. It works great on systems that use modular meshes as well as static objects like buildings, props, rocks, etc. The smaller the to combining meshes are the more performance improvement it gives. MCS can give up to 20x better performance compared to Unity’s static batching, while giving a more smooth and stable FPS. Just simply drag and drop a MCS prefab in your Scene and tweak the many available conditions to your specific needs and you are ready to go.
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Instead of manually combining meshes, which is very tedious, MCS will do this automatically for you sorted in grid cells, and the performance improvements it gives cannot be achieved with manual combining. for the modular building in our arena editor and pre-made arenas, without MCS our game wouldn’t run… We use MCS grid cell based combining in our game D.R.O.N.E. Mesh Combine Studio is an automatic grid cell based mesh combiner which can dramatically improve the performance of your game. Quick Discord Support | Forum | Email | Documention * Supports all mesh formats that Unity supports (.fbx. * Supports Standard Rendering, URP and HDRP. * Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, VR, etc).
