Computation Settings

1. API Key


Enter your API key here to authenticate the Unity Plug-in with your account. You can find the key in your account under My API Key.

2. Parameters

2.1. Smallest Feature


This is by far the most important parameter with regards to the resulting Umbrafied scene. The number in brackets (0.125 in this picture) is an approximation of the smallest geometric detail Umbra tries to preserve in the processing. It's relative to the Unity scale in units.

Please see this section to learn in-depth how to use this parameter for best results.

2.2. Advanced

Texture QualityMediumThis changes the output texture resolution between preset values. Increasing texture size will slow down the computation.
Enable Normal MapsOnUmbra can compute and include normal maps in the output geometry
Enable Metal GlossinessOnMetal glossiness map can be used to define metallic surfaces in your output geometry. By toggling this option Umbra will take Metallic values from original geometry and generate optimized metallic textures for your output geometry.
Remove BackfacesOnIf your scene has double-sided triangles, disabling this setting will be required to get correct results. Disabling this setting will also increase the output data size considerably.
Ambient OcclusionOffThis setting enables ambient occlusion in the computation. Ambient occlusion is baked into the diffuse texture. Note that this setting will significantly increase computation times, but has no effect on output size or runtime performance.

3. Input


Optimize By Layer

Select whether to restrict optimization to specific layers. When enabled, Umbra ignores all objects that are not in the given layer. To learn about how to isolate objects into a specific layer in Unity, please see here.

4. Output


Enter a name for the Umbrafied scene. The plug-in will not overwrite scenes with duplicate names, however, using duplicate names is not recommended. All Umbrafied scenes will have a unique identifier and locator.

5. Umbrafy!

Hit the Umbrafy button to begin export and upload.

The scene locator link is printed in the console output.

Refer to the project view on to see Umbrafication progress before viewing content. The public link can be created from the project view.