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💡 The FAQ pages have been moved to the UModeler X Official Manual. Please refer to the FAQ page and the Trouble Shooting page in the official Manual.
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- Using prefabs that include UModeler X prefabs can affect overall performance. This is mainly due to the Mesh.isReadable setting. When this setting is enabled, mesh data exists in both CPU and GPU accessible memory, impacting actual runtime memory usage.
- If the prefab size increases, the amount of data increases, which can affect loading times. Additionally, increased size can reduce cache hit rates, leading to performance degradation.
- Therefore, if you need to use a large number of prefab meshes, it might be more efficient to extract only the Unity meshes from the UModeler X prefabs.
- However, if the number of prefabs in the scene is not large or if they are low-poly meshes, using prefabs with UModeler X data should not significantly impact performance.
- Using prefabs with UModeler X allows for convenient editing directly with UModeler X without needing a separate export process.
- UModeler X related code is designed not to run at runtime, so it does not directly use CPU resources during runtime.
- Decisions on the extent of using UModeler X prefabs should be made after testing, considering the target hardware, types and amounts of meshes used, and their sizes.