
This page provides answers to frequently asked questions about using the Asset Transformer Toolkit 3.2 and the Rule Engine to prepare and optimize 3D models, specifically for Human-Machine Interface (HMI) applications in Unity.
Discover how to use a series of rules to streamline asset optimization by removing unnecessary data, decimating meshes to improve performance, baking ambient occlusion for enhanced realism, and swapping materials for project-specific visuals.
This workflow allows you to prepare a runtime-ready car model directly within Unity, eliminating the need for external tools and ensuring your assets are performant and visually compelling.
You can optimize a mesh's RAM footprint by removing unnecessary data, such as UVs. Using the Rule Engine in the Asset Transformer Toolkit, you can set up a rule specifically for this task.
(0:19) - This section shows how to remove UVs
(0:24) - This part shows how to exclude car plates from your car model using filters
Mesh decimation is the process of reducing the polygon count of a model to improve performance, which is critical for real-time applications like HMIs. The Asset Transformer Toolkit allows you to automate this process.
Here’s how you can achieve that:
(0:27) - This section covers how to decimate meshes
(0:31) - This part of the video covers how to set the triangle count
To add depth and realism efficiently, you can bake ambient occlusion (AO) information directly into the mesh's vertex colors instead of using traditional texture maps. This method enhances visual quality while improving performance by reducing texture memory usage.
(0:39) - This section covers baking ambient occlusion
(0:42) - This section covers storing ambient occlusion in Vertex Colors for better performance
The Asset Transformer Toolkit enables you to swap out a model's default materials with a new set of materials that are optimized for your project, such as those tailored for HMI displays.
(0:51) - See the Switch Materials in action
(1:00) - This section shows you how to place dropdown shadows
(1:05) - This part shows the HMI-ready car at runtime
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