MC Mesh Combiner
The mesh combiner is a core component that should be used on the parent element whose child meshes you want to combine.
Configuration
On Updated
Callback that will be called after each baking.
Keys
This is a set of keywords used to determine which meshes are accepted by the MC Combinable component. The component will accept a mesh if the keyword set is empty or if the mesh contains the combinable key.
Max Build Time
The baking process aims to limit the amount of time taken per frame. You can adjust this value to reduce lag during baking or increase it to speed up the baking process.
Render Types
The "Render Types" setting defines which renderers can utilize the combiner, specifically the Skinned Mesh Renderer or the Mesh Renderer.
By default, the combiner will automatically select the best renderer based on certain criteria.
If
Is Static
property is set to true, the combiner will prioritizeSkinned Mesh Renderer
.If
Is Static
property is set to false, the combiner will prioritizeMesh Renderer
.
If preferred renderer is disabled, the combiner will fall back to the second available renderer. This allows you to force the rendering of animated combinables as a static mesh or static meshes as an animated mesh (in some cases it can reduce draw calls a little, but note that each static mesh will have it's own bone).
Bake Materials
The "Bake Materials" feature is an experimental option in the baker that allows the combination of materials into a single material. Currently, this feature only works with materials that do not have textures and use URP lit
or simple lit
shaders. Please see Bake Materials for more details.
Bake Mesh
You have the option to bake a mesh directly from the editor. This allows you to prebake large static objects, resulting in smoother runtime performance without any startup lags. By baking the mesh, you can optimize its rendering and avoid the need for real-time calculations during runtime.
You can also prebake prefabs and configure the baked mesh as MC Combinable. This is recommended if you have prefabs that contain numerous smaller meshes. By prebaking the prefabs and setting the baked mesh as MC Combinable, you can optimize performance and reduce overhead, particularly when dealing with a large number of individual meshes. This approach allows for more efficient rendering and improved runtime performance.
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