
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.
