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Question by MithrilMan · May 11, 2016 at 02:12 PM · meshoptimizationmeshes

Optimizing Meshes

Hi, I'm starting studying unity on a real personal project, I've used Tiled2Unity to import a big map (502x502 tiles) and all went fine, i have my tiled 2d map with custom camera, etc.. then i tried to build on windows and i saw that the resources.asset is very big, so i used the log editor to see whats going on and i see that most of that space is used by meshes

now, what tiled2unity does is generating meshes to compose a layer of the map (because a single mesh can't contain the whole map size) binding each mesh to a material/texture (I did a single png so the texture isn't a problem and the material is shared).

Of course the meshes that compose a layer, are the same (in terms of vertex and material) then the others, this mean that my meshes are duplicated 7 times by the importer, what change is just the UV mapping, so the question is:

Is it possible to have a reduced amount of meshes data so that a mesh can share the vertex of another mesh and just change the UV mapping?

thanks

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