Mesh Simplifier | Reduce Tris & Vertices OFFICIAL SALE

Mesh Optimizer — Polygon Reduction

Reduce triangle counts directly inside Unity using the same QEM algorithm behind industry-standard 3D tools.


What it does:

Attach the component, drag the Quality slider, click Optimize Now. That's the full workflow. The algorithm collapses edges intelligently — prioritizing geometry that matters least — so silhouettes, hard edges, and important surface detail survive at even aggressive reduction targets.


Features:

Three-tier UV protection — a single slider controls how aggressively textures are guarded:

  • Normal mode — maximum polygon reduction, minor UV shift possible
  • UV Preserve mode — geometry simplifies, UV coordinates stay exactly as-is
  • UV Lock mode — edges crossing UV seams are completely blocked from collapsing

Vertex welding — merges duplicate vertices before simplification for cleaner input geometry and better reduction quality.

Protection zones — place spheres or oriented boxes over areas (face, hands, logos) to lock their detail while the rest of the mesh reduces freely. Supports falloff and per-zone preserve weights.

Skinned mesh support — bone weights survive edge collapse; safe to use on rigged characters.

Multi-submesh — handles meshes with multiple material slots without breaking submesh boundaries.

Parallel processing — large meshes use multi-threaded quadric building automatically.

Live preview — see changes in real time as you adjust settings. Auto-disables on meshes over 100k verts to prevent editor slowdown, and re-enables automatically once the optimized result drops under the limit.

Export — save as a Unity Mesh Asset, export to FBX (requires the free official FBX Exporter package), or both.

Non-destructive — full Undo support and a one-click Reset to Original.


Honest expectations:

Hard-surface props (vehicles, props, architecture) typically reach 60–80% reduction with clean textures. Organic characters with dense UV seams will see less — roughly 20–35% in UV Lock mode. Disabling seam protection allows higher reduction on those assets when visual accuracy is not critical.


Known limitations: Blend shapes are not preserved. Non-manifold geometry may produce unexpected results. FBX export splits vertices at seams, so vertex counts in the exported file will differ from Unity's count — this is normal FBX behavior.


Version 1.1 — Latest Update


New Features


• Added Texture Shape Preservation modesMode 1 (0–19): Normal optimization mode


Mode 2 (20–39): Better UV and texture preservation


Mode 3 (40): Maximum texture protection


• Improved optimization speedFaster processing for large meshes (50,000+ polygons)


Reduced editor lag and garbage collection


Heavy meshes now optimize much faster


• Added instant export feedbackProgress bar appears immediately during export


Better editor responsiveness while saving prefabs


• Improved quality presetsUltra, High, and Medium presets now work as quick-select buttons


Sliders can still be adjusted manually after selecting a preset


Quick Troubleshooting


If textures look distorted after optimization:Disable “Enable Vertex Welding”


Set Texture Shape Preservation slider to 39


Optimize the mesh again



Support: PDF documentation included. Free lifetime updates. Direct email support.