Last updated
Last updated
Mesh Format - Generated mesh save format:
Unity Mesh - This is Unity's native .asset file format. Each generated mesh (terrain, grass or detail) is saved in its own .asset file.
Unity Asset - This is Unity's native .asset file format. But each group of generated meshes are saved in one file. For example in the case of generating multi-chunk terrain meshes, only one .asset file is created and all terrain meshes are saved there. For grass and details are created their own files. Generating one .asset file is much faster and such way save folder is not flooded with multiple files.
OBJ - Generated meshes are saved in OBJ file format that can be easily imported into any 3D modeling software. However this format has limitation and cannot save UV3 buffer and vertex colors.
Compression - Mesh Compression setting allows reducing generated file size by lowering numerical accuracy of the mesh. Instead of 32-bit floats, a lower size fixed number will be used to represent mesh data.
Prefab/Mesh Flags - Allows assigning static flags, tags and layers to the generated files.
Name - Adds prefix & suffix to all file names generated by TTM converter.
Note, more compression introduces more artifacts in the vertex data (position, normal, uv). After creating high compressed meshes, they may have visible seams on the edges and perimeter. This is automatically fixed in the game mode by the script, which is automatically attached to the generated prefab.
Location - Generated files save location. Can be the same folder as the target object, its sub-folder or any directory inside or outside of a project.