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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Getting started with draw call optimization in Unity
In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.

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.

Rendering vegetation imposters
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.

Custom texture casting in Unity
In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.

Optimizing Unity games with Simplygon 10.3
In this blog, we'll detail how our new Simplygon 10.3 release can be used to optimize Unity games. We'll showcase different examples on what kind of performance problems that can be solved with automated asset optimization.

What's new in Simplygon 10.3
In Simplygon 10.3 we have focused on improving our integrations. Simplygon's Unreal Engine 5 plugin now comes with major updates for World Partition HLODs. Our Unity plugin has been overhauled to improve support. It also adds support for 3ds Max 2024, Maya 2024 and Blender 4.0.

A look at impostor from single view in Unity HDRP
In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

What's new in Simplygon 10.2
As a Midsummer gift to all game developers we are proud to release Simplygon 10.2! In this release we have worked on core improvements to our remesher, support for Unity's Universal Render Pipeline and High Definition Render Pipeline and lastly support for Unreal Engine 5.2.
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