Roceh Posted May 29, 2022 Posted May 29, 2022 On a test scene (using Flooded Grounds asset + gaia 2021 pro + gena pro) I am finding that optimizing Cabins 01 prefab spawned into the scene it is taking the LOD game objects and combing them as normal objects so ultimately causing lots of Z fighting in the optimized result as its basically creating 3 sets of objects on same spot. The LODS work as normal for the unoptimized scene. Does it not work with objects with LODS?
maaxiim Posted July 28, 2022 Posted July 28, 2022 Hey Manny, I am seeing something very similar. I captured a screen shot of the original LOD'd game object and then the resulting Optimized object:
maaxiim Posted August 4, 2022 Posted August 4, 2022 @Manny Hi, I was wondering if you had any feedback on these LOD issues?
hélio Posted August 13, 2022 Posted August 13, 2022 I bought Scene Optimizer today. and it doesn't work, it doesn't optimize from 30 fps drops to 12 - 15 fps I did as in the tutorial and in the test it doesn't work. without debug performance does not optimize . from 30 fps drops to 12 - 15 fps my project has all LODS objects.
hélio Posted August 14, 2022 Posted August 14, 2022 Comprei o Scene Optimizer hoje. e não funciona, meu projeto aparece com 30 fps depois otimizado é de 12 fps15. Fiz como no tutorial e cliquei em desempenho de depuração não otimiza. -------------------------------------------------- ---------------------------------- Relacionando mais erros de oclusão Ocorreu um erro no cálculo dos dados do oclusor: na Fase Fortaleza -------------------------------------------------------------- -- -- ----------------------------- meu projeto tem todos os objetos LODS.
Solution Peter Posted August 16, 2022 Solution Posted August 16, 2022 Hi @hélio, Scene Optimizer works by combining static objects that share the same material into a single, larger objects to reduce draw calls. Can you please show us in some screenshots where you have multiple objects that share the same material that are not combined by Scene optimizer correctly? The error message you sent in the second screenshot is out of unity's occlusion baking system, this is not a system we develop. This seems to be a general error that has nothing to do with Scene Optimizer, you can find more information about this error in this blogpost from Unity:https://blog.unity.com/technology/occlusion-culling-in-unity-4-3-troubleshooting and more info by users discussing it here:https://forum.unity.com/threads/failure-in-split-phase.1143272/
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