跳至主要内容
Unity logo
取消
隐私设置
购物车
应用
Sell Assets

11000+款5星资源

8.5万+用户参与评分

10万+社区成员鼎力支持

每款资源都经过 Unity 审核

Kovnir
36 条用户评论
FREE
显示 1 - 10 of 36
用户评论
排序
s
WOW!
10 months ago
stgoracca基于版本1.1
This actually works and its the easiest thing in the world to use! THANK YOU!
这条评论是否有帮助?
0
0
M
Great Nice'n'Simple tool
a year ago
Miscellaneous基于上一个版本 1.0
Thanks for providing your tool for free, love its simplicity and how easy it is to use. Thou, I don't understand why it create multiple baked meshes in root when the desired result is just 1 baked mesh. private const int private const int MAX_VERTEX_COUNT_PER_ONE_OBJECT = 2000000000; newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
这条评论是否有帮助?
0
0
b
Very Easy to use!
2 years ago
bloo_d14基于上一个版本 1.0
I just put it in my scene without reading any docs or something. But even though, it works right out the box. Great job!
这条评论是否有帮助?
0
0
M
Not working with prefabs
3 years ago
MarkMaa基于上一个版本 1.0
1. Not working with prefabs Select Objects -> RMB on Objects in Hierarchy -> BakeMesh -> Mesh Created -> Put the created mesh object into existing prefab -> Save Prefab MeshFilter:Mesh is null in the prefab. So it could be fixed if the created mesh would be saved on the disk drive 2. The created mesh has offset from 0,0,0, so you can't working with it normally without parenting it
这条评论是否有帮助?
2
0
M
Easy to use
3 years ago
MachioKinniku基于上一个版本 1.0
This is a good asset. However, in rare cases, the front and back of the mesh will be inverted, so RenderFace must be specified as Back in the material settings.
这条评论是否有帮助?
0
0
M
Incredibly useful for a free asset.
4 years ago
MysleyMakers基于上一个版本 1.0
Great for optimizing your scene. Keep in mind it has a limit to how much it can bake though, but it is still a very good tool for performance.
这条评论是否有帮助?
0
0
m
不错的资源
4 years ago
mengdexiong基于上一个版本 1.0
免费的,还能学到一些api的使用
这条评论是否有帮助?
0
0
w
Still works and still a must-have
4 years ago
wjt6基于上一个版本 1.0
Out of all the other mesh bake/combine/simplify/etc assets this is the only one I could fine that would do one simple thing: bake a skinned mesh into a pose and convert it to a regular mesh. It doesn't save the new mesh, but installing the FBX exporter fixes that. Export then import and now you have your skinned mesh turned into static asset in whatever pose you want. Maybe that's not a common need, but it's nice to have a solid the a solution to a weird problem.
这条评论是否有帮助?
0
0
b
Very useful!
4 years ago
basayx基于上一个版本 1.0
I tried some other baker and exporter tools but this is the best one, though.
这条评论是否有帮助?
1
0
d
Does what it says, and so good for free :-)
4 years ago
davidgbarnes_inertialframes基于上一个版本 1.0
Nice to see free scripts like this available for solving that problem instantly in the Editor for static objects, rather than coding!
这条评论是否有帮助?
0
0
高品质资源
11000+款5星资源
深受用户信赖
8.5万+用户参与评分
强大的社区支持
10万+社区成员鼎力支持
Unity logo

语言

反馈

合作伙伴计划

合作伙伴
Copyright © 2026 Unity Technologies
所有价格不包含税