Description
Skinned Mesh Combiner MT allows you to combine your characters’ Skinned Meshes in a very simple and intuitive way. Merging can be done in the Editor or in Runtime. Also, the merge will not affect your character, your animations and other things will remain intact even after the merge.
The SMC can convert Non-Skinned meshes to Skinned and then merge them together, normally, with the character. With SMC you can also undo an already made merge, make your changes and then merge again!
Some Features of This Tool
- Can be used in Editor and Runtime. You can also undo merges made in both.
- It has a completely non-destructive workflow.
- Fully compatible with HDRP, URP and the Built-in RP!
- It can generate combined meshes with 64,000 vertices or more.
- Supports Tiled Textures and negative UV values.
- Compatible with Blendshapes, will continue to work after merge.● It can reduce the Batches of your scene by up to 97%.
- By merging the meshes, can generate an Atlas texture for best results.
- It supports the legacy animation system as well.
- The animations and other things remain intact even after merge.
Convert Non-Skinned meshes (Mesh Filter + Mesh Renderers) to Skinned Meshes and then combine everything! This is very useful for characters who use accessories made of static mesh (such as swords, hats, glasses, etc.).
● Can convert combined mesh to static mesh. You can also undo this whenever you want. This can be very useful in some situations for optimization purposes.
● And more…
Technical details
The Skinned Mesh Combiner currently has 4 mesh Merge Methods. Each method combines in a different way and has its own characteristics. See below.
One Mesh Per Material
This merge method has the ability to generate combined meshes that have no visual difference when compared to unmerged meshes. In addition, it is a very fast and easy to use merge method.
This merge method combines all meshes that share the same material into one mesh. In other words, if you have 30 meshes and 20 meshes use material A and 10 meshes use material B, at the end of the merge, you will have a single mesh that uses 2 materials. Materials A and B. This mesh resulting from the merge will continue to use the original A and B materials.
With this method of merge, you will still have the same quality as the original meshes, even in the mesh resulting from the merge. The combined mesh will use the same original materials and still have great performance gains!
This method is the easiest to use, as it does not require any special definition of merge parameters as everything is automatic.
Just Material Colors
This merge method will combine all meshes into a single mesh and generate an Atlas texture that has all the colors from all the original materials.
Because this merge method does not work with textures, this merge method does not support maps like Normal Maps, Height Maps and so on
Only Anima2D Meshes
This merge method was developed exclusively for users of the Anima2D tool from Unity Technologies! The Skinned Mesh Combiner MT detects your 2D character’s “Sprite Mesh Instance” components and combines all skinned meshes generated and sprites in just one mesh and one atlas. In the end, only 1 mesh and atlas remains and only 1 draw call is generated. Take advantage of the merge features of the Skinned Mesh Combiner MT, with the convenience of the Anima2D tool, and enjoy the extra peformance!
Disclaimer:
Please note that we intend these files for learning purposes or as a trial before purchasing the full commercial version. Using these assets for commercial purposes without proper licensing is strictly prohibited.
Check Unity Asset Store for more info: https://assetstore.unity.com/packages/tools/game-toolkits/skinned-mesh-combiner-mt-character-mesh-merge-atlasing-support-m-135422
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