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    Geometry parameters

    Adjust quality and other parameters that directly affect new meshes.

    Parameter Description
    Use 16bit buffers Create meshes up to 65,000 vertices.
    Meshes are created with a 16-bit index buffer (32 bit by default). Consider this parameter if you wish to publish the model on a platform that has limited performance.
    Re-orient Faces Unifies the orientation of all triangles and faces.
    Caution: Don't use this parameter if the imported model is already tessellated (that is, a mesh) and correctly oriented.
    Avoid Negative Scale Some file formats use symmetry to avoid duplicate meshes.
    If you don't select this option, then symmetry is handled with a single mesh and matrices with negative scales. Such processing may be problematic, for example for lightmapping or collision with Unity.
    If you select this option, such matrices are kept with positive scales and symmetries are split into two mirrored meshes.
    Repair Instances Attempts to detect similar GameObjects and recreates instances of their meshes.
    Use this option in these cases:
    • To repair instances.
    • To simplify a model that has similar parts that can be instantiated. The aim is to reduce the number of unique meshes, and so the number of draw calls, GPU memory usage, and the file size.
    Create LODs Generates levels of details (LODs) at import, using one of these methods:
    • Decimate meshes if the input model is already meshed.
    • Use different tessellation parameters if the input model is represented with BREPs.
    Read more about LOD generation at import and mesh quality.
    Mesh Quality Drives the quality of the imported model (when not creating LODs), by either decimating or tessellating with various quality presets. To get a more detailed tessellated mesh, use custom parameters. Read more about mesh quality.

    Additional resources

    • List of supported formats
    • CAD vs meshes
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