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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.

Triangle reduction is mesh simplification. It is not quad retopology and it does not rebake textures.

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%
LOD retention values must descend from LOD1 through LOD3. Always inspect the generated models at realistic gameplay distances. Models with detailed silhouettes may require gentler reduction.

Optimise an existing Unity asset

  1. Import the FBX or prefab into the Unity project.
  2. Drag it into Model Asset.
  3. Confirm the source triangle count.
  4. Enter a triangle target or use a percentage preset.
  5. Choose one optimised prefab or a production LOD Group.
  6. 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.