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Embedded FBXs and Memory
When an embedded fbx file is imported, it generates its materials and textures within Unity. My question, however, is that when this is compiled/built, what is being used?
Optimally I would want only the mesh data in the fbx, then textures that I want to be used to be in the program.
However, I fear as if the whole fbx file and it's embedded textures, AND the imported textures are being used.
Does this also affect file size? Instead of a 300kb mesh, is the 20mb file + 19mb of textures being used in the end?
Aside from disc space occupied, what is being kept in memory? The entirety of all textures, doubled over, or only the items I want optimally included?
Should I instead be importing my meshes and textures separately?
Any clarification would be appreciated.
i'm searching for this too. memory usage of it. did you find anything about it?
Answer by MakeCodeNow · Mar 21, 2014 at 06:08 PM
When you import, all of those assets are created. However, when you build the standalone version, Unity will strip out any unreferenced assets from your project. So, if your game refers to the mesh then it will import any materials/textures/etc used/referenced by that mesh.
If you want to ensure that nothing extraneous comes in, then most fbx exporters have options that allow you disable exporting of things like materials, textures, animations, etc.