Normally, the FBX Importer strips any empty root nodes from the model as an optimization strategy. See Importing Lights below for details.Īlways create an explicit prefab root, even if this model only has a single root. See Importing Visibility below for details. Import the FBX settings that define whether or not MeshRenderer components are enabled (visible). For example, if you intentionally have duplicate vertices which occupy the same position in your Mesh, you may prefer to use scripting to read or manipulate the individual vertex or triangle data. In some cases, you might need to switch this optimization off when importing your Meshes. This optimizes the vertex count on Meshes by reducing their overall number. This ensures that all Meshes use the same index format and allows you to have simpler compute shaders, because they only need to handle one format.Ĭombine vertices that share the same position in space. This might be useful if you are doing GPU-based rendering pipelines (for example with compute shader triangle culling).
Makes Unity always use 32 bit indices when importing a Mesh. Assets that already exist in projects made in Unity 2017.2 or previous versions will use this setting. If the Mesh is larger, then it is split into <64k vertex chunks. Makes Unity always use 16 bit indices when importing a Mesh. This is the default for assets added in Unity 2017.3 and onwards. Note: For bandwidth and memory storage size reasons, you generally want to keep 16 bit indices as default, and only use 32 bit when necessary.Īllows Unity to choose whether to use 16 or 32 bit indices when importing a Mesh, depending on the Mesh vertex count. See documentation on Surface Shader Tessellation for more information.ĭefines the size of the Mesh index buffer. Quads might be preferable over polygons when using Tessellation shaders. Quads are only converted to triangles if “Keep Quads” is off. Polygons that have more than 4 vertices are always converted to triangles. Unity can import any type of polygon ( triangle to N-gon ). This is useful for quickly generating a collision Mesh for environment geometry, but should be avoided for geometry you are moving.
If this is enabled, your Meshes are imported with Mesh Colliders automatically attached. Unity reorders the vertices and indices for better GPU performance.Īllow Unity to import BlendShapes with your Mesh. Let Unity determine the order in which triangles are listed in the Mesh. Shear transform (for example, when a rotated Mesh has a scaled parent transform). Negative scaling (for example, (–1, 1, 1)). However, in certain cases when the Mesh is used with a Mesh Collider, this option must be enabled. Disabling this option saves memory, because Unity can unload a copy of Mesh data in the game. If enabled, Mesh data is kept in memory so that a custom script can read and change it. It’s best to turn it up as high as possible without the Mesh looking too different from the uncompressed version. Increasing this value reduces the file size of the Mesh, but might introduce irregularities. Only available when Use File Scale is checked. If you prefer to model at a different scale then you can compensate for it here. Unity’s physics system expects 1 meter in the game world to be 1 unit in the imported file. Use the default model scaling, or uncheck to set a custom File Scale value for your model. Defaults for different 3D packages are as follows: Settings are applied per Asset on disk, so if you need Assets with different settings, make (and rename accordingly) a duplicate file. The Import Settings for a model file is displayed in the Model tab of the FBX importer’s Inspector window when the model is selected. A Mesh Filter together with the Mesh Renderer makes the model appear on screen Import settings for Meshes The animation data is imported as one or more Animation Clips. Usually there are also several Mesh objects that are referenced by the model Prefab.Ī model file can also contain animation data, which can be used to animate this model or other models. In the Project window, the main imported object is a model Prefab. The model is imported as multiple Assets.
Model files that are placed in the Assets folder in your Unity project are automatically imported and stored as Unity Assets.Ī model file can contain a 3D model, such as a character, a building, or a piece of furniture.