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MeshFusion & Advanced Culling Integration Add-on preview
Unity

MeshFusion & Advanced Culling Integration Add-on

By New Game Studio

FREE

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: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for MeshFusion & Advanced Culling Integration Add-on 1 price observations from Nov 3, 2026 to Nov 3, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Nov 3, 2026: FREE. Latest store price Nov 3, 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
FREELatest store price

About MeshFusion & Advanced Culling Integration Add-on

This tool connects two powerful optimization systems to give you the best performance possible. MeshFusion Pro merges objects to lower draw calls, while Advanced Culling System hides objects to save GPU power. Usually, combining objects into large meshes loses effective culling, but this add-on solves that problem by creating a bridge between the two assets. It uses a cell-based optimization strategy, allowing you to combine objects within specific areas to reduce draw calls, and automatically ensures those new combined meshes are handled correctly by the culling system. The tool works at runtime, automatically detecting and registering new combined meshes with the culling controller, eliminating the need for manual assignment. It supports static, dynamic, LODs, and skinned meshes, delivering low draw call counts without sacrificing the polygon-saving benefits of dynamic culling. This reduces both CPU overhead from fewer draw calls and GPU load from fewer rendered polygons.

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