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Went from 26m tris to 542m tris. Same for verts. Support on Discord has not responded since I wrote them a couple of days ago. I'm also getting an error that it doesnt work for LODs yet and this will be fixed next update, but next update was 2.5 years ago. So I guess this is dead in development
To sum up, it didnt do any good for me.
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使い方は思ったリよりも簡単で
尚且つメッシュのロードを削減し
大きなシーンでの動作が軽減されるのを実感出来ました。
またサポート範囲外ですがver2022でも動作出来ています。
ただ木や草については何故かメッシュ統合の後、浮いてしまいます。木に関しては少し浮く程度なので後から修正は出来そうです。草は空中に飛び出したりしてMCS2では上手くメッシュ統合は出来なさそうです。
どうやら木や草にはMCS2は適さないようです。
それについては予め情報として欲しかったです。
でもトータルで考えるとこのMCS2を導入する価値はあると思います。
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One of the more polished tools on the AssetStore. This one literally just works. Put it into your scene, assign the root object, press button, done.
There's a bunch of configurations that allow more powerful fine-tuning as well, if needed.
And it can combine either at runtime or in the editor. Runtime combining is great for development, no need to swap out modular pieces with the combined mesh every time you change something.
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S
Lack of support
2 years ago
SOL3BREAKERon version 2.997
They haven't update for more than a year, nobody fix the bug, and it seems to be deprecated.
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Amazing Tool that you should have to Optimization, It decreaced Batches, and is Smooth now, Just to know, Atlas Texture comes? or could I download a New Mesh and Atlas-Material combined?
I need to look more settings, at this moment, I recommend a lot this Tool, Congrats Nath!
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T
This is a great asset!
2 years ago
TerminalJackon version 2.997
I used this on one of my projects and it brought 6,000 draw calls down to around 400. I released my game to WebGL and it never drops a frame. Without combining the meshes the game would only get around 30 FPS.
I used it at runtime on procedurally generated levels. It's great for this type of project since there are a ton of meshes but most of them share the same material.
One of the gotchas in this particular case is that (at least for WebGL, I'm not sure about other platforms) you can't tell MCS2 to only combine static meshes because it won't combine _anything_ in that case. (Apparently 'static' is something that is only reliably known at design time, by the editor.) So you basically have to uncheck that box and make sure it doesn't grab any dynamic meshes.
The asset should put a warning somewhere in its UI if the user has both the 'Only Static' and the 'Combine In Runtime' checkboxes checked. It will put a warning in the log file regarding the fact that it didn't find anything to combine but that's a bit too late, really. The problem is that everything works fine running the game in the editor but the asset will work differently (it will fail to combine the meshes) when you run it in the browser.
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I have a game coming out by the end of December and I filled out my cave level with stalagmites and was devastated to see a HUGE FPS SPIKE! I was getting over 12,000 batches...This was not going to cut it. I remembered I purchased this asset quite some time ago, so I imported it and ran the combiner.
In literally a click of a button I instantly combined thousand of meshes and my batches went down to just 2000! This saved my project and release.
I will always use this asset. It just works and it doesnt require any effort. Just parent your objects accordingly and run the combiner. Boom! Done!
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h
easy to use
2 years ago
hotpeperoncinoon version 2.997
it is easier than mesh baker because the latter has to treat texture packer for several various shader. so the latter is useful for relatively small number of combination of objects.
this asset can be applied to a large stage. And you don't
need to pay attention to treating textures.
And when you do apply the asset, you can get the result of reducting how much number of batch on editor without running the program.
"checking add collider " does not add mesh collider to single mesh. you have to use original as collider data by disabling mesh render of the original objects.
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