The performance of any 3d application is highly dependent on the total number of polygons that the GPU has to process per frame in a 3d scene. If you have a complex scene containing high polygon 3d models with a lot meshes that use a lot of different materials, the overall performance of your game will suffer. Poly few is a complete optimization solution for unity that aims to solve this problem by allowing you to optimize high quality complex 3d scenes. With integrated features like mesh simplification, automatic LOD generation, mesh merging and material combining, you can greatly improve the performance of your game with a few click without the need of writing even a single line of code. Such optimization techniques are especially useful when developing for resource constrained platforms like mobile phones or other low end devices. This can also help eliminate your expenses for artists.
▓ Mesh simplification, Automatic LOD generation, Mesh combining and Material combining in one package.
▓ Supports mesh simplification on the fly with a powerful runtime API.
▓ No coding knowledge is required. Use the full features of the tool in editor mode without writing even a single line of code.
▓ Supports simplifying both skinned and static meshes as well as meshes with 16 bit and 32 bit index formats.
▓ Supports simplifying complex nested object hierarchies as well as objects with sub- meshes and multiple materials.
▓ Supports combining both Static and Skinned meshes. Even supports combining rigged Skinned meshes and or Skinned meshes with blendshape/morph animations.
▓ Combine Materials using Texture Arrays. Only supports the Standard Shader (Specular and Non Specular setup)
▓ Texture Array based material combiner doesn't suffer with the common problems of texture atlases like texture bleeding, resolution limitation and no tiled texture support.
▓ Allows mass generation of LODs for multiple selected objects at once.
▓ Preserves texture mappings.
▓ Preserves animations on meshes. Even supports blend shapes.
▓ Options to preserve UV Seams, UV Foldovers and Border Edges.
▓ Allows preserving certain areas of the model up to specified levels, while simplifying rest of the model normally.
▓ Supports animated meshes.
▓ Packs everything in a convenient inspector window that pops up right under the components hierarchy.
▓ Visualize the changes before actually applying them.
▓ Undo / Redo the applied changes per object.
▓ All the source code is included without encapsulation using dll files or any other means.
▓ Includes editor tooltips for every control to ease understanding and usage of the tool.
A README file is included in the package to help understand the usage and the various options of this tool. A demo scene is also included to assist in learning the usage of the runtime API.
Requirements & Limitations:
► Unity Editor 2017 and Above is required.
► Scripting Runtime Version Required: .NET 4.6 Equivalent or Above. Go to PlayerSettings > Configuration > Scripting Runtime Version and change it to .NET 4.6 equivalent or Above
► In the Runtime API the methods for importing OBJ files from local file system and for exporting GameObjects to obj don't work on WebGL builds as WebApps have no access to local file system, however the function for importing OBJ file from a server can be used on WebGL.
► Polygon reduction might not work best for every model, there is a limit that varies mesh to mesh for the number of polygons you can reduce to, without causing too much distortion in the mesh.
► Material combiner can only combine materials that use the Standard Shader or its variants (Standard Specular etc) and it uses texture arrays to combine materials not texture atlases.
► Once a material has been combined you can't adjust the alpha value for its albedo tint color.
► In Unity 2017.2 and below, mesh combiner won't combine meshes if the combined mesh exceeds the maximum vertex count of 65534. This is a limitation in older versions of Unity.
► Unity Trees (Tree editor) have a limitation that it cannot have wind zones affect it if it has LODs (LODGroup component) setup. This is not a bug in PolyFew but a limitation with Unity itself.
► You can't use "AnimatorUtility.OptimizeTransformHierarchy" or the model importer's rig tab's "Optimize Game Objects" function on a GameObject on which you need to use PolyFew. You might get "bones do not match bindpose errors". This is a bug with unity. When it performs these actions it doesn't update some of the attributes in the mesh class which results in data inconsistencies.
Refunds without a legitimate reason won't be considered, especially if they fall under the following:
►You accidentally purchased the asset.
►You purchased the asset but found out that another asset XYZ allows you to achieve the same.
► You didn't carefully read the Requirements & Limitations section for the asset on the asset store description and purchased the asset. Now you find that your version of Unity editor or the environment settings don't confirm to the points listed in the Requirements & Limitations section in the asset description, so the asset isn't working as expected.
► You didn't read the Runtime API docs before making the purchase and expect the APIs to do more.
► You didn't read this section before making the purchase.
► The asset does what it is supposed to do and as listed in the description and other relevant documents, but you still don't find it useful.