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When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

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Unity

Optimizing vegetation assets with reduction and billboard pipeline

In this blog we will look at how to optimize vegetation assets with a combination of reduction and billboard cloud pipelines. We will also cover some texture import settings in Unity.

Unity

LOD0 optimization in Unity

Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.

Unity

Optimize Unity character prefabs

In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.

Unity

Automated Unity prefab optimizer

In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.

3ds Max

Low-poly character optimization

In this introduction blog we'll look at how to optimize a low poly skinned character with the Simplygon plugin for 3ds Max.

Unity

Calculating LOD transitions when using triangle ratio as reduction target

This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.

Unity

Using Simplygon with Unity LODGroups

This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.

Scripting

Running cascaded pipelines in script

Many scripted Simplygon workflows starts with a pipeline that is exported from one of our integrations. In this post will give you a very straight forward step by step on how to create a scripted optimization with cascaded pipelines.