Hello there, i bought a few voxel packages and am currently evaluating which to use for what. So with pica voxel i like the animating part and editing in the unity editor is largely nice (besides for some actions there is no undo or it does not work as expected), and i like the animating part, too.
One thing i don't like is the performance of the result, so i wanted to ask if that will be changed in one of the upcoming updates any time soon since it would really settle whether i have to use something else or can use pica voxel.
So as example regarding the performance: -I made a few voxel models in magica voxel which i then want to use in Unity. Now when i try this in Voxelmax (another voxel package), then the work flow is i import the magica voxel model, then i press the button called build optimized mesh and then i press the button to turn it into an obj and then that model has 3.5k tris and leads to 3 drawcalls (with standard shader and directional lighting/shadows affecting those). It's a single obj then with single gameobject/renderer/mesh/material used so that's how it has a low drawcall count.
When i try the same in pica voxel, so i import the magica voxel model, then there is no build optimized mesh option and i can only press the button to make a mesh only copy. But on import it does not make it into a single voxel volume (my magica model uses a volume of 45,45,45 but only 17,10,24 are filled) and so it also does not make it into a single mesh on convert to mesh only copy, so i end up with a game object with many nested chunk gameobjects and also the meshes are not optimised in poly count so it then has 4.9k tris and 11 drawcalls. 4.9k tris instead of 3.5k and 11 drawcalls instead of 3 is of course much worse. I should mention that i want to use this mesh in many instances so then that gets multiplied and is then ultimately a huge difference in performance and resource usage.
So yeah, again, i don't mean this to blame on pica voxel, as i said, it has many upsides on other ends, a very important one to me for this project is for example that it also (unlike voxelmax on magica model import) puts the coloring in the vertices instead of using a texture palette, this allowed me to create a shader for the pica voxel model to swap all palette colors at runtime easily and at great performance in the shader, whereas for the voxelmax solution one would have to generate lots of palette textures etc and it's not flexible and on top does not even use the magica voxel's color palette texture and strips unused items from the palette which may seem like a nice thought but trashes any reusable palette swapping across different models using the same palettes (but using different colors in those palettes).
So yeah, it would be great if this part of many separate chunks created (causing many separate objects increasing drawcalls) and not having the mesh polycount optimised could be improved in pica voxel, then i'd be very happy to use it, so any chance for those anytime soon?