Current sales News My Tracked Assets Login
Burst LOD: Batch & Sculpt preview
Unity

Burst LOD: Batch & Sculpt

By Veridian Systems

$25

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $25. The latest store price is $25, matching the lowest recorded price shown here.

Recorded prices for Burst LOD: Batch & Sculpt 1 price observations from Oct 31, 2026 to Oct 31, 2026. Lowest recorded price $25. Exact dates and prices are listed below. $0.00 $12.50 $25.00 Oct 31, 2026: $25. Latest store price Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 1 recorded price
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$25Latest store price

About Burst LOD: Batch & Sculpt

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Sci-fi & Space
  • Theme > Military & Combat
BurstLOD: Burst-Powered Optimization Suite

BurstLOD is a production-grade optimization suite engineered for high-performance Unity development. Built entirely on the Unity Job System and Burst Compiler, it provides a complete pipeline for generating, refining, and deploying high-quality mesh LODs without slowing down your workflow.

High-Performance, Feature-Rich Decimation

The core of the asset is a decimation engine that leverages the Job System for asynchronous batch processing. This allows you to generate LOD chains for entire folders of assets without freezing the editor.

More than a simple triangle reducer, the engine is a production-ready solution designed to handle complex mesh data. It provides full, topology-aware support for:

Skinned Meshes: Preserves bones, skinning weights, and bone hierarchy.
Blendshapes: Correctly decimates meshes containing morph targets.
UVs & Attributes: Preserves all UV channels (up to 8), vertex colors, and tangents.

The system is not a "black box." It offers granular control over the final result using features such as:

Per-Submesh Quality: Protect critical geometry by assigning specific quality targets to different materials (e.g., keep a face at 85% while optimizing the body to 50%).
Curvature Preservation: Maintains the model silhouette and defining curves.
Edge & Seam Protection: Preserves sharp, hard-surface edges and protects UV seams to prevent texture distortion.
Topology-Aware Algorithms: Includes options to promote uniform triangles, resulting in cleaner topology for lighting and shading.

BurstLOD emphasizes a Profile-First Workflow. You can save complex configurations as reusable DecimatorProfile assets, ensuring consistent results across your project.

Instant Visual Feedback

The Interactive Preview Window allows you to visualize changes immediately. As you adjust settings—from quality percentages to preservation strength—the 3D preview of the mesh updates in near real-time. This feedback loop eliminates guesswork, enabling you to iterate quickly to achieve the desired result.

Interactive Sculpting

When automatic decimation requires manual adjustment, BurstLOD offers an Interactive Sculpting Mode. This moves optimization from a global operation to a localized tool. If an automatic LOD has a specific flaw—like a collapsed shoulder or a lumpy surface—you can enter sculpt mode for that LOD and fix it manually.

Using a standard 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: Manually 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. The system uses high-performance, multi-threaded execution to run alongside gameplay without blocking the main thread.

The runtime system offers two primary applications:

Dynamic LOD Generation: Call the decimation engine from scripts to generate LODs for any mesh created at runtime. This is essential for procedural environments, user-generated content (UGC), or dynamically loaded assets without pre-built LODs.
Optimize: Locally reduce polycount with the runtime LODReducer
Runtime Sculpting & Destruction: A component-based framework (DynamicMeshInstance) that turns sculpting features into in-game interactions. Attach brushes to projectiles, lasers, or physics collisions to allow players to:
Carve: Create holes using the Vertex Eraser.
Deform: Dent or expand surfaces with Inflate/Deflate.
Smooth: Clean up geometry in real-time.

This is the exact system used in the included demo scene, where the starship 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 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 memory footprint.

2. Tool: Scene Object Replacer

After creating your optimized LOD prefabs, this tool lets you deploy them instantly. It is 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: Playable Starship Controller

Included is a complete, physics-based Atmospheric Starship Controller. This is a robust flight system featuring combat-ready AI with tunable Utility-based AI and lead-targeting calculations.

While it stands on its own as a flight asset, its primary purpose is to showcase the Runtime Decimation API. It demonstrates how the sculpting and destruction tools interact with gameplay physics, allowing weapons to visibly dent, carve, and deform mesh geometry in real-time.

Included Demo Scene (Optional)

The package includes a playable sandbox environment (tested for PC) designed to test these runtime features immediately.

Live Combat: Fly and fight against AI to see the runtime decimator and mesh sculptor modify targets dynamically.
Pipeline Flexibility: The demo is built for URP. However, the logic and assets are standard, so it can be converted to the Built-in Pipeline or HDRP by simply swapping the materials.
Core Compatibility: The core BurstLOD tools themselves are fully render-pipeline agnostic.
Zero Footprint: The demo folder is isolated and can be safely deleted after import to reduce project size.

Unity price last checked .

Prices and availability may change.