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- Articles coming soon
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- Articles coming soon
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- Articles coming soon
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- Character Wizard
- Assembly Definition Files
- Update 2.8
- ootii Phase IDs
- Foot IK and Ramps
- Base Camera Anchor
- Object Interactions
- Input Sources
- Combatant
- Basic Attributes
- Basic Inventory
- ootii Form IDs
- ootii Stance IDs
- ootii Message IDs
- Actor Core
- Reactors
- States
- Multiplayer Networking
- Toggling between 1st and 3rd person views
- Integrating Behavior Designer
- Integrating Node Canvas
- Creating custom casting animations
- Using custom animations
- Creating custom melee animations
- Creating custom melee weapons
- Controlling the attack style with a reactor
- Unity Input System
- Team Licensing
- GitHub Repository
- Motions on new layers no longer work
- Vault
- 3rd Person to 1st Person
- Grounding Characters
- Missing Animations
- Show all articles ( 19 ) Collapse Articles
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- How do I choose how to react to an attack?
- How do I push a character?
- Can I use the MC with a first person setup?
- How can I add footsteps?
- How do I prevent my gun from going through walls?
- Do the ootii assets support Rewired?
- How do I cast a spell from a staff?
- How do I resurrect a dead character?
- Why won't my items equip or store?
- How do motion layers work?
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Mesh Merge and Splice
- Main
- Unity Assets
- Mesh Merge
- Mesh Merge and Splice
Mesh Merge and Splice provides a simple way to help reduce draw calls within Unity as multiple objects into one. It combines meshes and sub-meshes into one more larger and more efficient mesh.
Overview
Rendering 3D objects is a complicated process. For each mesh, Unity needs to package up the textures, gather the mesh data, send everything to the graphics API, set the render state, and finally render the objects. If your scene contains a lot of objects, you’ll see your draw calls increase and performance decrease.
Unity will do tricks to help reduce the draw calls including batching objects, but one of the best things you can do is reduce the number of objects that need to be drawn. While it may not be obvious, it’s much better to render a small number of large objects than it is to render a large number of small objects.
In the image below, we could render out 150 individual mushrooms (with 200 vertices each) or we could render 1 mushroom group with 30,000 vertices (150 x 200). The latter is much faster.