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I get these too occasionally. They are reported to me by end users who run the executable on their mac and pc. They seem to be related to the...
Yes, you need to get rid of the Threading in ObjImporter.cs At the top of the file it says: using System.Threading; That line needs to go. On line...
Sure, it's just a few handy class extensions, they work fine in Unity 5
I already made a few optimizations that make it take longer before all memory is consumed, But essentially, no there is no way around this. The...
SimpleLOD does not support blendshapes yet. Unity will crash when you try to merge a mesh that uses them. You need to switch the blendshapes off...
@zletaris The error you post comes from the Unity import setting "Optimize Game Object" (see attached image). Whe you switch that on, Unity will...
A blendshape for facial expression is typically something you use on LOD0. LOD 1, 2 etc. only kick in when the model is further away and you will...
Sorry for the late response people, but I was on holiday. @Cascho01 The demo file contains the code to download the textures. It also add a log...
Sorry for the late reply people, I was on holiday. I do get the notifications. @mcmorry the texture names it detects are fixed, but you can easily...
You weren't missing anything. This model was so simple that it uncovered an error that only occurs if there is hardly anything to import. I fixed...
Unfortunately there is no way around SetPixels(). Unity probably copies the entire array and maybe also does some operation on them first. In this...
1045 is not a lot to make an LOD level of and you have to consider if it is worth the overhead of adding a script to switch between LOD levels....
@hodgesstudios Very good! Using tiny objects and scaling them up inside the editor works indeed very poorly when you try to decimate the mesh....
What you need to do first is merge the meshes of all the child objects together with the merge childmeshes option. There are lots of possibilities...
You tried to upload a file, and WebGL ran out of memory. It is the most common problem with WebGL.
The process you describe is roughly how Unity's build in importer works. It doesn't have any logic than to take the first 64K vertices and build a...
SimpleLOD doesn't support this. In fact, UV coordinates make up a substantial part of the decimation process. So it will never (except with very...
@magique The whole baking atlases feature was added as an extra feature and has never been the core purpose of SimpleLOD or else I would have...
Ok. Or use Mesh.ClearBlendshapes() get rid of the blendshapes before you merge or bake LOD's
Blendshapes were ok upto version 4.6, After that Unity crashed when you combined meshes of which one had blendshapes. So I made an update to...