🎨
Low Poly Color Changer Documentation
  • 🎨Low Poly Color Changer
    • Check It On Asset Store
    • What is Low Poly Color Changer
    • Interface
    • Color Atlas Map
    • Workflow Tips
    • Compatible Assets
  • ⭐Getting Started
    • Instalation
    • Changing Colors
    • Why Save FBX Files
    • Saving You FBX Files
    • Working with LODs
    • Working With Emission
    • Working With Transparency
  • ⚙️Advanced Options
    • Color Precision
    • Update Assemblies
    • Optimization Tool
  • 🛠️Support
    • Bug Report
    • Limitations
    • FAQ
    • Support
  • ❤️Tool You Will Love!
Powered by GitBook
On this page
  1. Getting Started

Why Save FBX Files

Saving your FBX files is a optimized way of reusing your created models

PreviousChanging ColorsNextSaving You FBX Files

Last updated 1 year ago

Every time you add the LowPoyColorChanger component to an object, the object's mesh is cloned, creating a new mesh instance in memory. If you have multiple identical instances, this can cause memory issues in your game.

By saving the mesh as an FBX file and applying it to all objects that have the same appearance, you ensure that they all use the same mesh. This not only reduces the number of unique mesh instances in memory, but also streamlines your project, making it more efficient.

To summarize, saving your mesh as an FBX file and applying it to all similar objects has the following benefits:

  1. Reduces the number of unique mesh instances in memory, preventing potential memory issues.

  2. Streamlines your project, making it more efficient.

  3. Ensures all objects with the same appearance share a single mesh, optimizing resource usage.

⭐