Meshy Madness
Model preparation, material setup, optimisation and production LOD tooling for Unity 6.
Optimisation and Production LODs
Meshy Madness can reduce static mesh triangle counts while preserving UV0, submesh/material assignments and supported static hierarchy parts.
Single optimised prefab
Enable Optimise After Preparing when processing a Meshy ZIP, or use the triangle target controls when processing an existing Unity asset.
For example, a 50% removal setting retains approximately 50% of the original triangles.
The generated output is placed in an Optimised folder
alongside its generated meshes, prefab, comparison scene and report.
Four-level production LOD Group
- LOD0 โ full prepared source.
- LOD1 โ first reduced version.
- LOD2 โ second reduced version.
- LOD3 โ lowest-detail version.
The default retention percentages are:
LOD1: 50%
LOD2: 25%
LOD3: 10%
Optimise an existing Unity asset
- Import the FBX or prefab into the Unity project.
- Drag it into Model Asset.
- Confirm the source triangle count.
- Enter a triangle target or use a percentage preset.
- Choose one optimised prefab or a production LOD Group.
- Create the output and inspect the comparison scene.
Optional FBX export
Standalone FBX output is optional and requires Unity's official FBX Exporter package. Normal Meshy Madness Unity outputs do not require the FBX Exporter.