To use 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 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:
Available values are High, Medium, Low, or Off. The following table shows typical compression ratios for each of these settings:
Value | Vertices | Normals | Tangents | UVs | Color |
---|---|---|---|---|---|
Off | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
Low | 1.6 | 4.6 | 4.4 | 2.0 | 1.0 |
Medium | 2.0 | 5.6 | 5.3 | 3.2 | 1.3 |
High | 3.2 | 7.4 | 6.7 | 4.0 | 2.0 |
Compression ratios for the mesh compression technique
Note: The “Color” column in the above table shows ratios for a mesh that uses the UNorm8 format. For a mesh that uses the FP32 format for vertex colors, the ratios are 4.0 on the Low setting, 5.3 on the Medium setting, and 8.0 on the High setting.
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