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Feedback Mesh Read/Write Enabled should be off by default (?)

Discussion in 'Editor & General Support' started by andyz, Jun 28, 2019.

  1. andyz

    andyz

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    Jan 5, 2010
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    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?
     
  2. ArachnidAnimal

    ArachnidAnimal

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    Mar 3, 2015
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    1,727
    I always wondered about this too. Fist thing I do when import a model is un-check that box.
     
  3. andyz

    andyz

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    Further feedback - don't think the new feedback system is gonna work, it will all be lost in the huge forum!
     
    Marc-Saubion likes this.
  4. mikelortega

    mikelortega

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    Feb 5, 2014
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    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.
     
  5. radiantboy

    radiantboy

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    Nov 21, 2012
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    It uses 2x more memory by storing an extra copy, so no need unless you use a meshCollider.
     
    mikelortega likes this.
  6. Tkrain42

    Tkrain42

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    Jul 25, 2015
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    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"
     
    Gravesend, mikelortega and radiantboy like this.
  7. hetuohua

    hetuohua

    Joined:
    May 13, 2021
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    2
    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).
     
  8. radiantboy

    radiantboy

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    Where did you get this information ? I dont see it anywhere here
    https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html