Slices big meshes into smaller parts to get better performance with occlusion culling.
I wrote this component for my project and I think it can be useful for your projects too :) Currently, it supports only slicing by X and Y axes. It's don't separates triangles if they are in different parts, so use it only for high poly meshes. Maybe I'll improve in the future.
Using is simple.
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Drag here gameobject which contains MeshFilter object of mesh which you want to slice.
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Set a default material for new parts
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Set number of parts by vertical and horizontal
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Press this button
You can also use second methotd, but it's rather a crutch. I just wrote it for the test and decided to left him.
To test bounds of any mesh - drag it gameobject to BoundsVisualizer and press visualize bounds.