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Unity Version | Built-in | URP | HDRP |
---|---|---|---|
2021.3.33f1 | Compatible | Compatible | Compatible |
Included demo scenes built using the built-in render pipeline, but the user may provide a material from any render pipeline to be used in the combined mesh. The render pipeline does not affect mesh combination in any way.
If you use Skinned Mesh Renderers you could probably combine them for extra rendering efficiency. Give your GPU a break by optimizing its workload!
Roughly speaking for each mesh and each material Unity has to send 1 draw call to the GPU to be rendered. With SkinnedMesh Combiner, you could turn a model with 16 meshes, 1 material each (16 * 16 = 256 Draw calls!) down into a single mesh and a single material, resulting in only 2 draw calls!
This optimization gives you the performance freedom to fit more characters, obects, and fun into your games!
Notes
- ALL meshes and textures involved in combining MUST have Read/Write enabled
- ALL textures for each mesh must share the same uniform dimensions or they will be ignored
- Only a single blendshape (shape key) frame (0-1) is supported
- This tool is intended to be used to combine SMRs or SMRs with MRs. Unity provides a built-in method for combining regular meshes (no skinning, boneweights or blendshapes) which is Mesh.CombineMeshes(), so if that's what you need I recommend using that instead.
SkinnedMesh Combiner
