Uploaded April 2021 | Updated September 2026, 2 weeks ago
When creating a final build, it’s reasonable to include only the assets that are actually used and remove all intermediate ones generated in the process of development.
More on working with the Project Build tool in UNIGINE 2: https://l.unigine.com/2XWA6lFVE
Download UNIGINE 2 SDK: https://l.unigine.com/_P_SDKdQV
When creating a final build, it’s reasonable to include only the assets that are actually used and remove all intermediate ones generated in the process of development.
More on working with the Project Build tool in UNIGINE 2: https://l.unigine.com/2XWA6lFVE
Download UNIGINE 2 SDK: https://l.unigine.com/_P_SDKdQV










![Content Optimization - UNIGINE Editor 2 Essentials
In this tutorial:
00:00 - Introduction
00:39 - Managing Levels of Detail (LODs)
02:41 - Using impostors to replace geometry at long distances
03:37 - [OUTDATED] Combining various nodes into World Clusters
04:45 - Combining identical meshes into Mesh Clusters
05:44 - Using World Clutters to scatter various nodes
06:18 - Using Mesh Clutters to scatter identical meshes
06:56 - Optimizing vegetation rendering using Grass impostors
07:36 - Using Occluders (Box, Mesh, and Terrain) for geometry culling
09:47 - [OUTDATED] Using Sectors and Portals for geometry culling in indoor and outdoor areas
10:47 - Using Hardware Occlusion Culling
11:42 - Optimizing effects and interactions via bitmasking
13:58 - Combining groups of nodes into World Layers to optimize loading and memory usage
14:53 - Using Switchers for distance-dependent node visibility management
15:10 - Spatial trees and optimization, using related flags
16:09 - Performance profiling Content Optimization - UNIGINE Editor 2 Essentials](https://i.ytimg.com/vi/Iqsr3fEvnis/mqdefault.jpg)