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Years later, mesh data setters still terrible...

Discussion in 'Editor & General Support' started by ecurtz, Apr 5, 2017.

  1. ecurtz

    ecurtz

    Joined:
    May 13, 2009
    Posts:
    640
    After ignoring all the user feedback in this New Mesh functions thread Unity went with List<> setters for the various arrays of mesh data. These do work as long as you're willing to deal with List<> slowness or use reflection to get the backing array and set the size.

    Unfortunately they left out the bone weights which are by far the largest memory hog. In my particular case the bone weights themselves generate nearly as much garbage as the rest of the mesh data combined.

    The original feedback thread for better mesh data methods is from 2012. :(
     
  2. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Just do it already Unity! Its seriously a no-brainer and not really a complex thing to add either : /