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SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization preview
Unity

SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization

By SuraFix Game Studio

$59.99

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.

Recorded prices for SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization 2 price observations from Sep 17, 2026 to Nov 5, 2026. Lowest recorded price $59.99. Exact dates and prices are listed below. $0.00 $30.00 $59.99 Sep 17, 2026: $59.99. Unity First Price 2026-09-17 2026-09-17 Nov 5, 2026: $59.99. Latest store price Sep 17, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$59.99Latest store price
$59.99Unity 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
SuraFix MeshAtlasFusion
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.

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