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By default glTFast discards mesh data after it was uploaded to the GPU to free up main memory (see markNoLongerReadable). You can disable this globally by using the scripting define GLTFAST_KEEP_MESH_DATA.
A more flexible solution is to allow scripters to discard/keep mesh data based on a per-primitive evaluation they can inject.
use-case:
Create physics MeshCollider only on meshes with certain criteria (name prefix or certain extra meta data). Keep those in memory.
* feat: Dedicated tests for BuiltIn, Universal and High Definition Render Pipelines.
* fix: Light.areaSize is not available in builds, so assume default values.
Quote from the documentation:
A more flexible solution is to allow scripters to discard/keep mesh data based on a per-primitive evaluation they can inject.
use-case:
Create physics MeshCollider only on meshes with certain criteria (name prefix or certain
extra
meta data). Keep those in memory.Idea was born from PR #86
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