Quadrat turns heavy, monolithic levels into a grid of streamed scenes—and automatically combines their meshes by sector to crush draw calls without breaking your culling.
1. Seamless Grid Streaming
Draw a grid over your 3D ground plane or 2D XY world and stack your layers. Keep your base layer (ground and collisions) persistent, and let Quadrat stream your décor layers by distance.
Each cell is just an ordinary Unity scene. Drop your existing scenes into the Quadrat window to adopt them non-destructively, or let the Bake tool generate the missing ones.
At runtime, a single component handles the logic. It loads the player’s cell plus a precaution ring, reporting real progress values rather than timers. Sectors load and unload as the player moves, using per-layer hysteresis to eliminate edge-flickering. Every variable is exposed on the map data: round or square reach, unload vs. disable modes, load limits, linger delays, and layer hierarchies. Your game can toggle entire layers on the fly or scale all streaming limits simultaneously for a global "draw distance" setting.
2. Chunk-Based Combine & Atlasing
Streaming saves memory; Combine saves the CPU. Quadrat merges static meshes by chunk (matching your grid cells), by LOD, and by material. Materials sharing a shader are packed into texture atlases with baked tints and recalculated UVs.
Because meshes are combined per cell rather than globally, Frustum and Occlusion Culling stay fully active. A chunk can still be hidden behind a wall, whereas a globally merged scene cannot.
The process is strictly non-destructive. Original renderers are disabled and remembered—one click restores them for editing. If an object cannot be merged (e.g., mirrored scales, animations, tiled textures), Quadrat skips it and tells you the exact reason why.
Combine Demo Benchmark: An included town scene reduces 851 renderers down to 64 objects and a single texture atlas, preserving every triangle perfectly.
3. Bulletproof Editor Workflow
Built for fast iteration, the Quadrat editor window includes:
Technical Details & Fit
Ideal for: Open worlds, hand-built RPG/survival maps, MMO clients, and massive 2D levels where a single scene is too heavy to edit or draw. Not for: Procedural generation. Your scenes remain standard Unity scenes.