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- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.3.10 or later
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Keywords
- Search for Mesh Combine
- Search for editor tool
- Search for atlas packing
- Search for static batching alternative
- Search for UV Mapping
- Search for Scene Optimization
- Search for LOD
- Search for performance optimization
- Search for texture atlas
- Search for Batch Processing
- Search for Level of detail
- Search for mesh optimization
SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization
Combines scattered meshes into single atlas-textured prefabs, auto-split by LOD — a custom packer that never drops a texture. Manual or grid-based batch processing across whole scenes.
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Last 6 months
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SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization screenshot 1
About this asset
SuraFix MeshAtlasFusion
Turn dozens of draw calls into one.
Combine any number of meshes into a single, atlas-textured prefab — with a grid-based batch workflow and automatic splitting by LOD level. What used to be a dozen draw calls becomes one.
Most mesh-combining tools either drop textures that don't fit the atlas, or squash tiled materials into a blurry mess. SuraFix MeshAtlasFusion doesn't: its own shelf-packing algorithm shrinks slot sizes until every texture fits — nothing gets dropped — and tiled materials (walls, floors) are polygon-clipped along their tile boundaries so they stay sharp in the atlas instead of stretched.
Two workflows, one window: manually combine a single hand-grouped object set, or run a full grid batch across an entire scene — hundreds of groups baked in one pass, with Unity's reimport deferred until the very end so it doesn't slow you down group by group.
Features
- NEW: LOD-Auto-Split — automatically detects LODGroup components and builds a separate combined, atlas-textured prefab per LOD level.
- Custom shelf-packing atlas algorithm — never drops a texture, shrinks slot size instead.
- UV tile-splitting for tiled materials (walls, floors) — polygon-clipped per tile instead of stretched.
- Normal map rebaking into a matching normal atlas, with optional Lightmap UV2 generation.
- Grid-based batch workflow for combining scattered scene objects (vegetation, props, spawn objects) at scale.
- Manual workflow for hand-grouped object sets, with per-LOD-group baking.
- Batch reimport optimization — bakes 5 or 500 groups with a single asset reimport at the end.
- Per-slot tiling/offset overrides before baking, to fix stretched textures on individual renderers.
- Interior Volumes — strip interior triangles that become permanently hidden after combining.
- Atlas Debug Viewer — opens after every bake, shows which mesh uses which atlas slot, with click-to-highlight and direct atlas retouching. In automatic/batch runs, it lists every baked object individually, and lets you swap out the entire source texture behind an atlas slot — not just repaint pixels within it.
- Collider Grouper — group all root objects inside any collider shape, independent of the grid workflow.
- Missing Script Cleaner — standalone tool to find and remove missing script references in the active scene.
- Editor-only baking — all texture work happens at build time in the editor, zero runtime cost in the game.
- Compatible with Built-in, URP, and HDRP.
Documentation: https://surafixstudio.de.cool/?page=surafix-meshatlasfusion
Discord: https://discord.gg/NWd7M7gHd4
From the publisher's Asset Store listing.
Technical details
- Combines any number of meshes into a single, atlas-textured prefab.
- Custom shelf-packing atlas algorithm — never drops a texture, shrinks slot size instead.
- UV tile-splitting for tiled materials (walls, floors) — polygon-clipped per tile instead of stretched.
- Normal map rebaking into a matching normal atlas, with optional Lightmap UV2 generation.
- LOD-Auto-Split — automatically detects LODGroup components and builds a separate combined prefab per LOD level.
- Grid-based batch workflow for combining scattered scene objects at scale.
- Manual workflow for hand-grouped object sets, with per-LOD-group baking.
- Batch reimport optimization — bakes 5 or 500 groups with a single asset reimport at the end.
- Per-slot tiling/offset overrides before baking.
- Interior Volumes — strip interior triangles hidden after combining.
- Atlas Debug Viewer with per-object batch list and full texture swap per slot.
- Collider Grouper and Missing Script Cleaner included as standalone tools.
- Editor-only — all processing happens at build time, zero runtime cost.
- Compatible with Built-in, URP, and HDRP.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.10f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.