Runtime Mesh Baker v1.1.3


Help you to combine meshes 、 materials and textures to reduce draw calls in runtime! Got less draw calls than static and dynamic batching. Got more resource saving than non-runtime baking.

Warning: this tool cannot combine meshes which vertext count are above 64k, because it is the limit of unity.

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Version Changes:

Version 1.1.3 2017.11.15

Version 1.1.2 2017.9.18

Version 1.1.1 2017.9.10

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Runtime Mesh Baker Of AssetStore


  1. Get your GameObjects ready for baking, just put them into one tree hierarchy, all GameObjects have the same top parent.

  2. Select the top parent,then select the menu "Window/Rumtime Mesh Baker/Add MildBaker" or "Window/Rumtime Mesh Baker/Add DeepBaker"or "Window/Rumtime Mesh Baker/Add Skinned MeshBaker".
    At runtime,you can do it in you code:

    gameObject.AddComponent<BAT_DeepBaker>();//for static objects , eg stones,trees
    gameObject.AddComponent<BAT_MildBaker>();//for static objects , eg stones,trees
    gameObject.AddComponent<BAT_SkinnedMeshBaker>();//for motion objects , eg characters
  3. It's ok. let's run it. Auto baking should be working.

Mild Baking of meshes:

Deep Baking of meshes:

Mild Baking of skinned-meshes:

It does the same work with Mild Baking,but for skinned-meshes.

Baking Process:

  1. Search the target gameobject, check all MeshFilters and MeshRenderers.
  2. Find out all meshes and materials, and seperate the meshes into diffrent groups by materials(Mild Baking) or Shaders(Deep Baking) .
  3. Deep baking need to combine textures and generate new material.Mild baking will just use the original material.
  4. Create a new baking node and start mesh baking by groups,if group's mesh vertex count is overflow, then bake to new one mesh.
  5. Set the MeshFilters by new created mesh,and set MeshRenderers by the material of current group.
  6. Do clearing,it would remove the original MeshFilters and MeshRenderers by default.

Diffrence of 3 baking method:

Basis Texture Combination Mesh Combination Draw calls Multiple SubMesh Used for
Mild material not needed needed less support static objects
Deep shader needed needed least support static objects
Skinned material not needed needed less not support character objects


If Baking error eccours,check these items:

  1. Make sure your Game Objects are not set static flags when deep baking.
  2. The texutes should be readable and set the right format when deep baking.You can fix this by "Fix troubles" button.
  3. If your material has set Tiling parameters(not 1), then the material can't not do deep baking.You could seperate these GameObject out of the baking tree.
  4. If you are using the BAT_SkinnedMeshBaker, be aware with the transformation of original skinned-mesh componenet, the must be set to zero scalation、translation and rotation to its Animation or Animator,if don't, you may get bad ragdolls.

Future Version