Dependencies

In general best practice for scene optimization, specific types of operations are best run before others. For example, geometry optimizations should generally be addressed before running mesh operations or adjusting lighting. We have implied these best practices through the order of our operations on the left hand tool bar, as well as the order in which the Scene Suggestions appear. General practices may not always apply to your individual scene, however, so you have the choice to run operations in whatever order you choose at your discretion.

Operation Name Preceded by: Followed by: Notes

‣ | | | ‣ | ‣ (otherwise not all possible instances would be created)

‣ (otherwise will cause fewer meshes to be merged) | | | | ‣ | | ‣ (otherwise LODs wont be generated for newly detached translucent meshes)

‣ | | | ‣ | ‣

‣ (otherwise newly generated meshes won't have nanite enabled)

‣ (otherwise some objects that should use nanite won't use it) | | ‣ must be set to run on translucent meshes only (since LODs can't be set for nanite meshes) | | ‣ | All other geometry operations that replace scene actors | | | | ‣ | ‣

‣ (so it catches all newly generated meshes) | | | | ‣ | All Geometry Optimization operations

Refer to ‣ | | This is better if run after operations like merging, to ensure broken normals are fixed on those too, if any. |