SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization
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: $59.99. The latest store price is $59.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.99 | Latest store price | |
| $59.99 | Unity First Price 2026-09-17 2026-09-17 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization
- Tools, Systems & Learning > Development Tools & Automation
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.