Just got thinking how if it used 16 bit floats for uvs, that would save half of memory space for UVs instead of using 32 bit floats. Anyone know?
That’s already the default. In Player Settings there are options for Vertex Compression, which defaults to enabled for TexCoord0. That means it’s using 16 bit UVs.
https://docs.unity3d.com/Manual/class-PlayerSettingsStandalone.html#Optimization
Similarly there are Mesh Compression options per Model to reduce this further.
Wonderful! I thought I remembered seeing something about this. There doesn’t appear to be per mesh optimization options, but I think global will work ok for us. Thanks!