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Publisher

StarFlow Studio

Please Note

This entry is from Wednesday September 16, 2026. The price of the asset may have changed since then.
Please visit our homepage for recent offers and sales. Official and private Unity Asset Store™ sales usually last about 14 days.

Overview

Limited-Time Offer: $19.99 (regularly $29.99) through September 29!


Upgrade to: Simple Mesh Pro Edition


V3.2 Update is now available! New Mesh to Skinned mesh convert function added. Please remove the old version before this update if you are seeing errors.


Animation support function will no longer be supported from V3.2. If you are looking for massive crowd solution please check out StarCrowd.


This package only includes One Mesh.


Optimize your Unity projects effortlessly with One Mesh!

  1. Streamline complex character models into a single skinned mesh to improve performance without compromising quality.Combine Skinned Mesh Renderers:Supports built-in, URP, HDRP.
  2. Flexible combining method: Combine all skinned mesh renderers for a single character, or batch combine skinned meshes for multiple characters effortlessly!
  3. Combine Materials for Skinned Mesh Renderers: Supports Standard shader, URP lit, HDRP lit. Efficiently merge materials to reduce draw calls and enhance rendering performance. Some custom shaders can also be combined. (Current version only supports material combining for skinned mesh renderer not mesh renderer.)
  • Standard Shader (Built-in): Supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps.
  • URP Lit: Supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps.
  • HDRP Lit: Supports Base Map, Mask Map, and Normal Maps.

4. Combine Mesh Renderers:Works seamlessly with static mesh renderers as well.

5. Blend Shapes: You can combine materials for skinned mesh renderers that include blend shapes, as well as combine skinned meshes that have blend shapes.

6. Asset Saving and Prefab Creation:Automatically save all combined assets for reuse. Create prefabs seamlessly, enhancing workflow efficiency and project organization.


Performance Benefits:

  • Significant FPS Increase: Boost your frame rate by up to 200%, ensuring smoother gameplay and a better user experience.
  • Draw Call Reduction: Reduce batches and skinned mesh renderers by 80-90%, combine materials to further reduce draw calls, dramatically lowering the rendering overhead.
  • Optimized for Large Projects: Perfect for scenes with high character counts, ensuring optimal performance even in the most demanding environments.

User-Friendly Design:

  • One-Click Operations: Intuitive interface designed for ease of use, making it accessible for developers of all skill levels. No steep learning curve—optimize your project with just a few clicks and save significant time on learning the tool.

Known Limitations for the Version 3.2:


Texture quality of combined material:

Issue: Combined material has lower texture quality.

Solution: This is normal and inevitable. We recommand choosing larger texture size when combining materials if you want the quality to be as close to the original texture as possible. Usually works when choosing the size that's 2x of the origianl size. For example, if the original texture size is 2k, you should choose 4k to achieve the same details. And you can compress it after to reduce file size and reduce build size.

Limited Custom Shader Support for material combine function:

  • Issue: Currently, the material combine function only supports Main Textures, Metallic Maps, Normal Maps, and Occlusion Maps. There is no support for other shader settings.
  • Solution: You may still be able to use the combined atlas for custom shaders, but it will be limited to the textures mentioned above. Just remeber to change the shader back to custom shaders after combining because by default after combining, shaders will be set to Standard/URP/HDRP.

TIPS:

Combining skinned meshes reduces draw calls but be cautious: once combined, all parts are rendered together. Combine only meshes that will be visible simultaneously. Otherwise, even off-camera elements will be rendered, negatively impacting game performance.

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