Compact Mesh Format

Hi everyone,

I port a game in development from UE to Unity. It generates dynamic terrain mesh objects and the memory footprint of the game is not encouraging. In UE I used packaging of normals and tangents in 8bit etc. I do not know what the actual memory footprint of a mesh is (beside what I measured).

Is there any way to compact mesh information / data further?

The one thing I can think of is getting a source license (If I can actually afford it and would meet all the requirements) and change the underlying implementation but I can not imagining that I am the first one longing for that.

Currently my mesh data is 2GB but should be closer to 500MB and for optimal storage closer to 150MB. Since I have multiple LOD I thought about creating required meshes on the fly while storing the data in my own data structures but it is not fast enough to be feasible.

So is there anything I have missed? I would like to increase the map but with such a memory footprint, I had about 16GB mesh data which would be a drag for todays normal customer hardware.

You could use probuilder and see if you can “probuilderize” your meshes. From there, you can select every vertices on each mesh and click “weld vertices”. This can make a huge difference. Once you’ve done that, you can export your probuilder mesh as native unity asset files. While it’s impossible for me to make assumptions without seeing everything, I can say that it is possible that you might even exceed your goals when doing this procedure.

Mesh Simplify | Modeling | Unity Asset Store …This is a paid asset, but it does a really good job and can be used with probuilder for even more savings.