Comments (6)
it just ended, I know what is happening now for each mesh in the selection it is sending a job.
it would be good if the jobs were sent in // but I see they are sent sequentially
make them sent in // so the simplygon agent can process them concurently, I have 5 cores waiting for food ;)
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on second thought, I think the way poly reduction is evaluated is causing problems: because each mesh's job is independent, there is no reference to the total % poly budget so a small polycount but important sphere will get decimated to a tetrahedron within LOD1 instead of remaining a sphere and eating polys elsewhere.
so there need to be an option to keep the meshes' in one job and let simplygon figure out budget like a big boy
example: https://i.imgur.com/vZDvbrw.png
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How were you generating these LODs? It sounds like you are using the menu item to generate them?
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And I'm not able to follow your example about total % poly budget. The quality is based on absolute quality from LOD0, so 0.5 is half the quality of that. The system isn't based on a poly count budget.
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I took the liberty to rename this issue and mark it as a feature-request, since what you originally reported as bug was not actually the case.
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yeah don't worry about that poly budget thing, that's what it does, sorta
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Related Issues (20)
- Is there any per-LOD settings? HOT 4
- When creating LODs for prefab, create LODs asset next to mesh HOT 1
- Instructions missing / doesn't work HOT 2
- LODData doesn't consistently serialize Mesh data HOT 4
- Fade options do not seem to work. HOT 2
- Is AutoLOD still a thing? Is there a Unity registry to use in the Package Manager? HOT 3
- Lightmaps HOT 1
- Add support for Simplygon 9
- Any way to disable all the automatic stuff?
- Automatically generated LODs don't seem to work for more than one user. HOT 11
- AutoLOD breaks the asset importer when creating a scene via C# HOT 7
- SimplygonMeshSimplifier generate error! HOT 2
- Disable "Generate on Import" by default HOT 1
- Slow startup performance can be improved with TypeCache
- CS0618: [PreferenceItem] is obsolete (AutoLOD.cs)
- After Unity upgrade it broke all prefabs
- The "Options" is Disabled? HOT 1
- Blend shape weight must be greater than previous frame weight HOT 2
- autoLOD is aids HOT 3
- nukes LOD0 mesh on prefab save
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