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CloseOptimizes the Mesh for display.
This operation can take a while, but makes the geometry displayed much faster. You should use it if you generate a Mesh from scratch procedurally, and want to trade better runtime performance against higher load time. Internally, it optimizes the triangles for vertex cache locality. For imported models you should never call this, because the import pipeline already does it for you.
function Start () { var mesh : Mesh = GetComponent.<MeshFilter>().mesh; mesh.Optimize(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.Optimize(); } }