Publisher | Manning Copeland |
---|---|
File size | 66.11kB |
Number of files | 18 |
Latest version | 1 |
Latest release date | 2020-04-23 05:33:23 |
First release date | 2020-04-23 09:03:11 |
Supported Unity versions | 2018.4.2 or higher |
Point clouds can be MASSIVE to say the least. They can often go into the hundreds of millions of points which is very processor heavy. To help resolve this issue, upon importing a .ply point cloud file, this tool will use a grid system to subdivide the points and separate them into multiple gameobjects which allows Unity to use its existing occlusion culling logic to save on processing power.
It comes with a quick and easy to use "Import Options" menu which can be found under the Window tab.
Included are options for how many rows, columns and layers are in the grid or the user can instead define the size of each grid box and automatically calculate how many rows, columns and layers are needed.
It is also possible to tidy up the model by defining the minimum number of points per gameobject. Any gameobject with that many points or fewer will be removed.
Another included option not found in any other point cloud importer is the option to change the coordinate system used to make the model so as to prevent pesky rotations and flipped axis
This tool cuts out the need for middleman programs such as Grasshopper and Agisoft and lets you import models straight into unity
The time it takes to import may vary greatly depending on the size of the point cloud model and how many pieces you choose to split it up into
FUTURE CONTENT:
At this point, the only major feature that I am yet to implement is a way of culling points that are hidden behind other points. This feature is well underway however and should be implemented soon.
It comes with a quick and easy to use "Import Options" menu which can be found under the Window tab.
Included are options for how many rows, columns and layers are in the grid or the user can instead define the size of each grid box and automatically calculate how many rows, columns and layers are needed.
It is also possible to tidy up the model by defining the minimum number of points per gameobject. Any gameobject with that many points or fewer will be removed.
Another included option not found in any other point cloud importer is the option to change the coordinate system used to make the model so as to prevent pesky rotations and flipped axis
This tool cuts out the need for middleman programs such as Grasshopper and Agisoft and lets you import models straight into unity
The time it takes to import may vary greatly depending on the size of the point cloud model and how many pieces you choose to split it up into
FUTURE CONTENT:
At this point, the only major feature that I am yet to implement is a way of culling points that are hidden behind other points. This feature is well underway however and should be implemented soon.