Mesh Simplify Help

  1. User Manual
    1. Simplifying a mesh
    2. Main panel
    3. Child panel
  2. Parameter reference
  3. FAQ

User Manual

Simplifying a mesh

To use the MeshSimplify component just click "Add Component" on the inspector panel of the object you want to simplify and select MeshSimplify (Important: do not select Simplifier!).

If you are interested in processing a GameObject with multiple children, add it to the root node and the tool will automatically take care of the children as well.

The panel should be visible now ready to operate:


Now configure the parameters:

  • If you are handling a full object hierarchy enable "Recurse Into Children" to process the child GameObjects as well.
  • The "Enable Prefab Usage" will allow you to save this object as a prefab and instance it at runtime or duplicating it. Use it only if needed.

This will save the generated mesh to disk and will enable multiple instancing. If you try to instantiate prefabs without having this option enabled, the mesh slot will have an empty unreferenced mesh.

  • The following 4 parameters should be left with their default values most of the time. For further information about them please check the parameter reference section below.
  • The "Vertex %" slider will allow you to adjust the target vertex count. Lower values will generate a mesh with less vertices and thus polygon count.
  • "Preview Original Mesh" is useful when you have an object selected and want to quickly switch between the original mesh and the simplified one on the Scene Window, to better appreciate the differences.

The following "Vertex Relevance Spheres" section is used to fine-tune mesh simplification.

Vertex relevance spheres can be added so that all vertices that lie inside can have a relevance assigned. Positive relevance values mean the mesh simplification algorithm will try to keep these vertices whereas negative values will discard the vertices easier in the process. 0 is the default relevance.

Spheres can be shown/hidden in the scene window simply by using the fold-out controls of each sphere or the global "Vertex Relevance Spheres" fold-out control.


"Compute Mesh" will compute the simplified mesh using all current parameters.

"Restore Original Mesh" will restore the original mesh and delete the simplified data.

Child panel

By default you will see a MeshSimplify panel close to this one:


If you have child GameObjects below a MeshSimplify with "Recurse Into Children" activated, you will see child MeshSimplify panels like this:


By default these parameters are hidden unless you check the "Override xxx settings". This means the child GameObject inherits all its parameters from the root MeshSimplify. However, if you enable the override check box you can set individual parameters for each child.

This is useful if there is a specific child you want to fine-tune by adding or removing detail. You can also select to remove it from the MeshSimplify tree which means the original mesh will be used.

Parameter Reference

Main Panel

Recurse Into Children

If checked, we will traverse the whole GameObject's hierarchy looking for meshes.

Enable Prefab Usage

Will save the generated mesh asset to disk, so that this GameObject can be used as a prefab and be instantiated at runtime. Otherwise the mesh won't be available.

Use Edge Length

Will take edge length into consideration when simplifying the mesh. Edges with higher length will be more likely to be kept

Use Curvature

Will take the angle between triangles into consideration. Edges with smaller angles between two triangles will be more likely to be kept when simplifying the mesh

Protect Texture

Will try to keep mapping integrity during the process of mesh simplification

Keep Borders

Will try to keep those vertices that form an object's border

Vertex %

The percentage of vertices from the original mesh to keep when simplifying it

Preview Original Mesh

Allows to quickly switch between viewing the simplified mesh and the original mesh to check the reduction quality

Vertex Relevance Modifiers

Use vertex relevance spheres to select which vertices should be preserved with more or less priority when simplifying the mesh.


Sphere dimensions


All vertices inside this sphere will be assigned this relevance. Positive relevance values mean the mesh simplification algorithm will try to keep these vertices whereas negative values will discard the vertices easier in the process. 0 is the default relevance.

Compute mesh

Starts the mesh simplification process and assigns the GameObject the new simplified mesh

Restore Original Mesh

Deletes the simplified data and restores the original mesh

Child Panel

Override xxx settings

Will allow to edit this object's own parameters, instead of inheriting those of the root MeshSimplify GameObject

Common parameters with Main Panel

Have the same meaning

Exclude from tree...

Restores this GameObject's original mesh and excludes it from the mesh simplification tree


Work in progress :)