Read/Write Enabled is on by default for meshes, maybe a legacy thing but it is not a good idea generally if it increases memory use - I can’t imagine most people need it enabled.
Should it be off by default?
I always wondered about this too. Fist thing I do when import a model is un-check that box.
Further feedback - don’t think the new feedback system is gonna work, it will all be lost in the huge forum!
I have the impression that the Read/Write Enabled checkbox doesn’t make a big difference, at least on Windows Standalone projects. I hope someone can give us some more insight into this.
It uses 2x more memory by storing an extra copy, so no need unless you use a meshCollider.
Or you want to use the models with the advanced NavMesh tools. NavMeshSurface whines when there is something not read/write enabled in scene. Basically “this will work now, but won’t work once you build your game”
There are other reasons for Unity to keep the additional copy in the system memory regardless of whether the flag is enabled or not (but it will always keeps a reference in video memory):
- If the Mesh used as a Skinned Mesh.
- If the Mesh is a candidate for dynamic batching.
- A particle system uses the Mesh as an emitter.
In certain cases when the Mesh is used with a Mesh Collider, this option also needs to be enabled. These cases include:
- Negative scaling (for example (-1, 1, 1))
- Shear transform (for example when a rotated Mesh has a scaled parent transform).
Where did you get this information ? I dont see it anywhere here
https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html