Burst LOD: Batch & Sculpt
A professional LOD system with a high-speed Burst core. Batch process assets, then use brushes to art-direct the reduction for precise, localized results. Full Runtime API.
by Veridian Systems
Price History +
BurstLOD is a professional, Burst-powered optimization suite engineered for high-performance Unity development. Built entirely on the foundation of the Unity Job System & Burst Compiler, it provides a complete, high-speed workflow for generating, refining, and deploying superior-quality mesh LODs.
High-Performance, Feature-Rich Decimation
The core of the asset is its high-performance decimation engine. Leveraging the Job System and Burst, it enables incredibly fast, asynchronous batch processing, allowing you to generate LOD chains for entire folders of assets without freezing the editor.
This is not just a simple triangle reducer. The engine is a robust, production-ready solution that intelligently handles complex mesh data. It provides full, topology-aware support for:
- Skinned Meshes: Preserves bones, skinning weights, and bone hierarchy.
- Blendshapes: Correctly decimates meshes that contain morph targets.
- UVs & Attributes: Preserves all UV channels (up to 8), vertex colors, and tangents.
You have deep, granular control over the final result. The system is not a "black box." You can precisely define the quality of your optimization with features like:
- Per-Submesh Quality: Protect critical geometry by assigning different quality targets to different materials (e.g., keep a character's head at 85% while optimizing the body to 50%).
- Curvature Preservation: Maintains your model's silhouette and defining curves.
- Edge & Seam Protection: Preserve sharp, hard-surface edges and protect UV seams to prevent texture distortion.
- Topology-Aware Algorithms: Includes options to promote Uniform Triangles, resulting in cleaner, more stable topology for lighting and shading.
Despite its deep feature set, BurstLOD emphasizes an efficient Profile-First Workflow. Save complex configurations as reusable DecimatorProfile assets, allowing you to achieve consistent, high-quality results across your entire project with just a few clicks.
Instant Visual Feedback
A critical part of the workflow is the Interactive Preview Window. As you adjust any setting—from quality percentages to preservation strength—the 3D preview of your mesh updates in near real-time. This instant feedback loop allows you to see the precise effect of your changes immediately, eliminating guesswork and enabling rapid, artistic iteration to get the perfect result.
Interactive Sculpting: Go Beyond Automatic
For when automatic decimation isn't enough, BurstLOD includes a powerful Interactive Sculpting Mode. This system moves optimization from a global, whole-mesh operation to a localized, artistic tool. If an automatic LOD has a small flaw—like a collapsed shoulder or a lumpy surface—you can enter the sculpt mode for that specific LOD and fix it manually.
Using a familiar brush-based workflow, you can:
- Locally Decimate: Paint to reduce triangle density only in specific areas.
- Smooth: Use the Relax brush to clean up noisy or uneven surfaces.
- Inflate / Deflate: Restore lost volume or fix collapsed geometry.
- Erase / Cleanup: ManNually delete unwanted triangles or Fragment artifacts.
Intelligent Mesh Fusion
To optimize complex, multi-part assets, the suite includes Intelligent Mesh Fusion. This feature is essential for objects like vehicles, characters with armor, or modular environment pieces that are built from many separate meshes.
BurstLOD can automatically combine these separate hierarchies into a single, contiguous mesh. This not only dramatically reduces draw calls but also solves the most common problem with decimation: gaps and seams appearing between the separate parts at lower LODs. The fused mesh is then decimated as a single, solid object, ensuring a high-quality, gap-free result.
Powerful Runtime Decimation API
Beyond the editor, the entire BurstLOD engine is exposed via a robust Runtime API, allowing you to bring dynamic mesh processing into your live game. This system is designed for high-performance, multi-threaded execution to run alongside your gameplay without blocking the main thread.
The runtime system offers two primary applications:
- Dynamic LOD Generation: You can call the decimation engine from your scripts to generate LODs for any mesh created at runtime. This is an essential feature for games with procedural environments, user-generated content (UGC), or dynamically-loaded assets that do not have pre-built LODs.
- Even locally reduce the polycount of a mesh with the runtime LODReducer brush.Runtime Sculpting & Destruction: This component-based framework (DynamicMeshInstance, DynamicMeshManager) allows you to use the core sculpting features as in-game interactions. You can attach brushes to projectiles, laser beams, or physics collisions. This allows players to:
Carve holes in meshes (using the Vertex Eraser brush).
Dent or expand surfaces (using the Inflate/Deflate brushes).
Smooth out geometry in real-time.
This is the exact system used in the included demo scene, where the starship's weapons can visibly dent, carve, and destroy mesh geometry in real-time.
Workflow Suite: Companion Tools
BurstLOD includes two powerful companion tools to manage your entire optimization workflow, from diagnosis to deployment.
1. Tool: Mesh Quality Analyzer
A diagnostic tool to inspect your assets before and after optimization. It generates easy-to-read histograms to help you visualize your mesh's health.
- Find Problems Instantly: Detects hidden issues like holes in the mesh, floating geometry, and invalid geometry that can break lighting or physics.
- Assess Quality: Provides clear charts on triangle shape and quality, so you can objectively measure the results of your decimation.
- Optimize Memory: Includes a one-click utility to find and strip unused mesh data (like empty vertex color channels), reducing your asset's memory footprint.
2. Tool: Scene Object Replacer
After creating your optimized LOD prefabs, this tool lets you deploy them instantly. It's a high-performance, scene-wide "find and replace" utility powered by the Burst Compiler and Job System, capable of handling massive scenes.
- Replace Anything: Intelligently swap GameObjects, Prefabs, or Materials.
- Add Variation: Replace one placeholder with a weighted, random pool of new assets (e.g., "replace placeholder_rock with 70% Rock_A and 30% Rock_B").
- Full Terrain Support: Works on Terrain Trees and Details across multiple terrains at once.
- Work Spatially: Only replace objects within a specific area (like a box or cylinder) or within a certain altitude range.
- Smart Placement: Automatically snaps new objects to the ground and can preserve or randomize their rotation and scale.
Bonus: Atmospheric Starship Controller
Included with BurstLOD is the [Full Asset Name] Atmospheric Starship Controller. While this controller is a high-value asset in its own right, comparable to standalone marketplace offerings, it is included here primarily as a bonus and a practical, complex example demonstrating the integration of the Runtime Decimation API. It is not required for any core BurstLOD features to function.
This is not a simple script, but a complete, physics-based atmospheric flight controller featuring:
- An advanced, modular AI "Brain" using AiAction logic for decision-making.
- A PID-based SimpleAiPilot for precise AI flight execution.
- A full combat system with lead-targeting interception calculation.
- A FactionManager to handle AI intel and respawning.
This production-ready example serves as a comprehensive technical demonstration of complex systems (like weapons and physics) interacting with the BurstLOD API in a real-world scenario. It also serves as a preview of our full, standalone starship asset.
Included Demo Scene & Assets (Optional)
To showcase both the Starship Controller and, more importantly, the Runtime Decimation API in action, the package includes an extensive, interactive demo scene.
- Massive Environment: Explore a 32km x 32km (1024 km²) world composed of 5 unique terrains, providing a large, open sandbox to test runtime mesh destruction on various included target prefabs.
- Optimized Assets: All included demo assets (starships, props, environment elements) are highly optimized using shared texture atlases and simple, performant shaders. This ensures the demo runs smoothly while providing clear examples.
- Controller Agnostic: Similarly, the Atmospheric Starship Controller system is also pipeline agnostic; only its visual implementation within this specific demo scene relies on the provided URP shaders.URP Configuration: Please note that the demo scene itself is configured specifically for the Universal Render Pipeline (URP) and primarily utilizes the URP/Simple Lit shader.
Adaptable: The demo can be adapted to the Built-in Render Pipeline or HDRP by manually swapping the materials/shaders on the demo assets.
Core Asset Agnostic: Crucially, the core BurstLOD asset (Decimator, Sculpting tools, Runtime API, Analyzer, Replacer) is entirely render pipeline agnostic and works seamlessly with Built-in, URP, and HDRP. - Minimal Project Footprint: The demo scene and its specific assets are entirely optional. If you only need the core BurstLOD tools, the controller, or the companion utilities, the demo folder can be safely deleted after import, adding almost zero size to your final project.
Note on Asset Versions: The included demo assets are provided in a lower-polygon, texture-optimized format suitable for the demo. As a bonus for purchasing, customers can contact the publisher directly via the support links on this page to request the original, high-detail source models.
Invest in BurstLOD to reclaim countless hours, elevate the quality of your optimizations, and unlock dynamic new possibilities for your Unity projects." or something similar that summarizes the benefits (Speed, Quality, Runtime).