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    What's new

    Here's what changes since version 4.x (and 3.x respectively).

    Encoding

    Encoding got much faster due to the use of the C# Job System (threads) and avoiding full memory copies of the result. All encoding methods are async now. Readonly meshes now can be encoded in the Editor.

    More Platforms

    Support for a couple of platforms was added

    • iOS simulator
    • Windows ARM64
    • Android x86_64 (which enables usage on Chrome OS, Magic Leap 2 and certain Android emulators)

    WebGL now builds on all supported Unity versions

    WebGL binaries are not compatible across Unity versions. To overcome this shortcoming, WebGL native binaries are now provided in a separate sub-package that is installed automatically.

    Advanced Mesh API support

    Support for efficient, self-managed encoding of multiple meshes. Users may use the advanced Mesh API to acquire readable mesh data for multiple meshes at once and pass the data on to new DracoEncoder.EncodeMesh overloads that accept said MeshData.

    API Cleanup

    The API was refactored, so that decoding Draco can be as simple as this:

    using Draco;
    
    var mesh = await DracoDecoder.DecodeMesh(data);
    

    If you've used DracoMeshLoader in the past, don't worry. It's still there for compatibility reasons. Make sure to transition to DracoDecoder soon though.

    Package Samples

    Three package samples have been added:

    • Draco Decoding
    • Draco Encoding
    • Scene/GameObject Encoding/Decoding via Menu

    Note: Parts of the Scene/GameObject Encoding/Decoding via Menu sample, including the Tools menu used to be part of the main package and have been moved.

    Fixes

    Decoded meshes' bounds are calculated and returned or set accordingly. Point clouds' index buffer is properly initialized. With that potential rendering and culling problems should be gone.

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