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This is also a stage where you should not rush in order to get a perfect mesh flow. I used a Blinn Shader on the asset to spot any issues with the mesh. A high poly mesh model of the gun came into being. With that I have to create a low poly model of the gun on which we will bake the high poly details.
The use of simple colliders should include box and sphere types instead of complex mesh colliders to minimize processing requirements. The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.
In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, gamedesign and development, and directors working with virtual cameras. You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine. As of yet, there is no distributed baking. What Is Unity Cinemachine?
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