One Mesh - Skinned Mesh & Static Mesh, Material Combiner

V2.1 significantly improved combine blendshapes functionality and overall combined skinned mesh qualities (by enabling 'Combine Blendshapes' function, please see Limitations section for more information).


Optimize your Unity projects effortlessly with One Mesh!

  1. Streamline complex character models into a single skinned mesh to improve performance without compromising quality.Combine Skinned Mesh Renderers:Supports built-in, URP, HDRP.
  2. Flexible combining method: Combine all skinned mesh renderers for a single character, batch combine skinned meshes for multiple characters, or merge multiple characters into one skinned mesh effortlessly!
  3. Combine Materials for Skinned Mesh Renderers: Supports Standard shader, URP lit, HDRP lit. Efficiently merge materials to reduce draw calls and enhance rendering performance. Some custom shaders can also be combined. (Current version only supports material combining for skinned mesh renderer not mesh renderer.)
  • Standard Shader (Built-in): Supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps.
  • URP Lit: Supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps.
  • HDRP Lit: Supports Base Map, Mask Map, and Normal Maps.

4. Combine Mesh Renderers:Works seamlessly with static mesh renderers as well.

5. Blend Shapes: You can combine materials for skinned mesh renderers that include blend shapes, as well as combine skinned meshes that have blend shapes.

6. Asset Saving and Prefab Creation:Automatically save all combined assets for reuse. Create prefabs seamlessly, enhancing workflow efficiency and project organization.


Performance Benefits:

  • Significant FPS Increase: Boost your frame rate by up to 200%, ensuring smoother gameplay and a better user experience.
  • Draw Call Reduction: Reduce batches and skinned mesh renderers by 80-90%, combine materials to further reduce draw calls, dramatically lowering the rendering overhead.
  • Optimized for Large Projects: Perfect for scenes with high character counts, ensuring optimal performance even in the most demanding environments.

User-Friendly Design:

  • One-Click Operations: Intuitive interface designed for ease of use, making it accessible for developers of all skill levels. No steep learning curve—optimize your project with just a few clicks and save significant time on learning the tool.

Known Limitations for the 2.1 Version:

Combining skinned mesh can be challenging given there may be many different situations, for more inofrmation, check out our One Mesh tutorial viedos.


1. Complex models:

  • Issue: In some cases, when combining skinned meshes with the 'Combine Blendshapes' function enabled, the resulting combined skinned mesh may appear in incorrect positions.

Solution: Adjust the transforms of the affected skinned mesh game objects before combining. For instance, modify the rotations (X, Y, Z) of the game object and then combine it to see if the result improves. While generally enabling the 'Combine Blendshapes' function can enhance the overall quality of the combined skinned mesh (even for skinned meshes without blendshapes), it may also cause incorrect positions or animations in some cases.

Check out our YouTube tutorial videos for complex model combine process. We will continue updating One Mesh to ensure the best results for complex models.

2. Cloth Physics Components, materials with different render settings:

Issue: Some components like Cloth physics won't function correctly after combining the skinned mesh. Hair, fur, or similar materials typically use fade or cutout settings for shaders. These materials should not be combined with others, as they may not render properly.

Solution: If your skinned mesh renderer includes a Cloth component, do not combine it with other parts to ensure the Cloth component functions as intended.

3. Custom Shader Support:

  • Issue: Currently, the material combine function only supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps. There is no support for other shader settings.
  • Solution: You may still be able to use the combined atlas for custom shaders, but it will be limited to the textures mentioned above. Just remeber to change the shader back to custom shaders after combining because by default after combining, shaders will be set to Standard/URP/HDRP.

TIPS:

Combining skinned meshes reduces draw calls but be cautious: once combined, all parts are rendered together. Combine only meshes that will be visible simultaneously. Otherwise, even off-camera elements will be rendered, negatively impacting game performance.