# Save

<div align="left"><figure><img src="https://3392700688-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfpO7bqFI8exC4AunV5ts%2Fuploads%2FAawybfiknpAYlRF87o8s%2Fsave.png?alt=media&#x26;token=2f4a5b2b-c49e-4dbc-ae8a-8d811a1da511" alt=""><figcaption></figcaption></figure></div>

**Mesh Format** - Generated mesh save format:

* **Unity Mesh** - This is Unity's native *<mark style="background-color:blue;">.asset</mark>* file format. Each generated mesh is saved in its own *<mark style="background-color:blue;">.asset</mark>* file.
* **Unity Asset** - This is Unity's native *<mark style="background-color:blue;">.asset</mark>* file format. But all generated meshes are saved in one file. Generating one *<mark style="background-color:blue;">.asset</mark>* file is much faster and in this case save folder is not flooded with multiple files.

**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.

**Components** - By default generated mesh has all components that are available in the source mesh. Using this option unused components can be excluded from the mesh and file size will be reduced.

<figure><img src="https://3392700688-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfpO7bqFI8exC4AunV5ts%2Fuploads%2FKdodPtBPchLLEYOjwahv%2Fcomponents.png?alt=media&#x26;token=7715a894-af17-422d-92ce-290e9a1a3945" alt="" width="176"><figcaption></figcaption></figure>

**Prefab Flags** - Allows assigning static flags, tags and layers to the generated prefab.

**Name** - Adds prefix & suffix to all generated files (prefab, mesh, material).

**Location** - Generated files save location. Can be the same folder as the source gameObject, its sub-folder or any directory inside or outside of a project.
