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Question The most optimal way to store mesh data in URP

Discussion in 'General Graphics' started by Hypnotoad0, Nov 15, 2020.

  1. Hypnotoad0


    Jun 22, 2013
    Hey. I'm currently working on a high resolution voxel game. I'm trying to optimize the approach to chunk mesh generation as much as possible. Currently I'm using Vector3s for position, normal and uv data because the Mesh class has fields which use this precision. I think I just found a way to represent my chunks using less data: It seems perfect as I don't require that much precision for my chunks - they're 32x32x32 and only have sharp 90* angles, so in theory I could even get away with using 8 bit integers to represent them. This is a very niche subject so before I jump into it I wanted to ask if this approach is going to work with URP and if I'm not missing anything important.
    randomdragon likes this.