When optimizing scenes, it is 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 |
|---|---|---|---|
| Replace Duplicates | None | Create Instances | Ensures duplicate meshes are replaced with reusable assets, reducing redundancy and enabling effective instancing later. |
| Hierarchy Merge | None | Create Instances | |
| Cluster Merge | Combines nested hierarchies into single entities to simplify scene structure, making subsequent operations like instancing or enabling Nanite more efficient. | ||
| Create Instances | Replace Duplicates | ||
| Hierarchy Merge | None | Leverages replaced duplicates and merged hierarchies to maximize memory efficiency through instancing. | |
| Split Meshes for Nanite | None | Generate LODs (run before LODs — otherwise LODs won't be generated for newly detached translucent meshes) | |
| Enable Nanite | Prepares meshes for Nanite rendering by splitting large or complex assets. Run this before generating LODs to properly handle detached translucent meshes. | ||
| Enable Nanite | Hierarchy Merge | ||
| Cluster Merge | |||
| Split Meshes for Nanite | None | Applies Nanite settings to newly merged or clustered meshes for improved rendering performance. Note: Generate LODs — run on translucent meshes only. LODs can't be set for Nanite meshes. | |
| Set Actor Mobility | All other geometry operations that replace scene actors | None | Ensures actor mobility is adjusted after all geometry changes to avoid unintended transformations or disruptions. |
| Set Up Collisions | Cluster Merge | ||
| Merge Lights | |||
| Hierarchy Merge | None | Configures collisions after merging clusters and lights to ensure accurate physics interactions. | |
| Repair Mesh Normals | All Geometry Optimization operations | ||
| (refer to Geometry Plugin documentation) | None | Fixes normals after geometry operations like merging or splitting to maintain consistent shading and lighting quality. |