When optimizing scenes, it’s generally best to perform operations in a specific sequence to achieve optimal results. For example, geometry optimizations should typically be completed before mesh or lighting adjustments. While this order is suggested through the left-hand toolbar and the Scene Suggestions Panel, you can run operations in any sequence based on your specific scene requirements.
Operation Name | Preceded by: | Followed by: | Notes |
---|---|---|---|
‣ | None | ‣ | Ensures duplicate meshes are replaced with reusable assets, reducing redundancy and enabling effective instancing later. |
‣ | None | ‣ |
‣ | Combines nested hierarchies into single entities to simplify scene structure, making subsequent operations like instancing or enabling Nanite more efficient. | | ‣ | ‣ ‣ | None | Leverages replaced duplicates and merged hierarchies to maximize memory efficiency through instancing. | | ‣ | None | ‣ (otherwise LODs wont be generated for newly detached translucent meshes)
‣ | Prepares meshes for Nanite rendering by splitting large or complex assets. Run this before generating LODs to properly handle detached translucent meshes. | | ‣ | ‣
‣
‣ | None | Applies Nanite settings to newly merged or clustered meshes for improved rendering performance.
‣ : run on translucent meshes only. LODs can't be set for nanite meshes. | | ‣ | All other geometry operations that replace scene actors | None | Ensures actor mobility is adjusted after all geometry changes to avoid unintended transformations or disruptions. | | ‣ | ‣
‣
‣ | None | Configures collisions after merging clusters and lights to ensure accurate physics interactions. | | ‣ | All Geometry Optimization operations
Refer to ‣ | None | Fixes normals after geometry operations like merging or splitting to maintain consistent shading and lighting quality. |