To use the Vertex CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary setting, you must first prepare the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary, then apply compression in the project’s optimization settings.
The mesh must meet the following requirements to use vertex compression:
If a mesh fails to meet any of these requirements, then Unity does not apply vertex compression to that mesh and all data channels on the mesh use FP32 precision numbers.
To change the Vertex Compression settings:
By default, Vertex Compression is set to Mixed, which Unity displays when multiple selections are active in the dropdown. By default, Unity uses Vertex Compression for the following channels:
Unity compresses these channels by default because in most cases this combination of settings provides a good mixture of saved memory without significant changes to how the mesh looks. Unity doesn’t compress the other settings, Position and Tex Coord 1, by default because these are more likely to affect the appearance of the mesh, and do not offer significant reduction in memory use. If you intend to enable Vertex Compression for the Position and Tex Coord 1 channels, you should test the settings to ensure they don’t cause artifacts in your meshes.