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:
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 "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.
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.
If checked, we will traverse the whole GameObject's hierarchy looking for meshes.
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.
Will take edge length into consideration when simplifying the mesh. Edges with higher length will be more likely to be kept
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
Will try to keep mapping integrity during the process of mesh simplification
Will try to keep those vertices that form an object's border
The percentage of vertices from the original mesh to keep when simplifying it
Allows to quickly switch between viewing the simplified mesh and the original mesh to check the reduction quality
Use vertex relevance spheres to select which vertices should be preserved with more or less priority when simplifying the mesh.
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.
Starts the mesh simplification process and assigns the GameObject the new simplified mesh
Deletes the simplified data and restores the original mesh
Will allow to edit this object's own parameters, instead of inheriting those of the root MeshSimplify GameObject
Have the same meaning
Restores this GameObject's original mesh and excludes it from the mesh simplification tree
Work in progress :)