One card instead of half a million triangles
Flatpack bakes a model into an impostor: a card that shows the model from every angle, lights like it and casts its
shadow. Up close you see your real model. From the distance where the card looks the same (Flatpack measures it after
every bake), the card takes over.
Set it up
1. Add **Flatpack Renderer** to an object with a model, press **Bake Impostor**.
2. Or open **Editor > Flatpack > Optimize Scene**: it lists every model in your scene, recommends what to bake, and
applies it to every copy in one undoable step.
What it saves
- 2,500 trees (534,024 triangles each): **28.8 ms to 10.0 ms** of GPU time.
- On a real map (an SCP facility with a forest on the surface): **13.1 ms to 9.5 ms** on the surface. Indoors, where
walls hide distant props, the saving is small: there the cost is lights and draw calls, not triangles.
- Very light models (under a few thousand triangles) are cheaper left as models; the optimiser tells you which.
Quality levels
Low, Medium (default), High, Ultra, or Auto, which picks the cheapest level that still looks right at your swap
distance. Bakes take a few seconds.
Open source, MIT: https://github.com/Anakin-Studio/Flatpack