> For the complete documentation index, see [llms.txt](https://harpiagames.gitbook.io/low-poly-color-changer-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://harpiagames.gitbook.io/low-poly-color-changer-documentation/getting-started/why-save-fbx-files.md).

# Why Save FBX Files

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.

<figure><img src="https://lh7-us.googleusercontent.com/VrtW968uhOWKQAQ-njCaK7hK0vgmwfFqFJfqJ7X4MfB6NR2cbWHz2fjODPpsS2SEsGKb3wQQv6Pf7BOpPEyzwc67CmukvhIKYXxQJgut5iGE3T7s7ZFnDL6HaknfJQCUu0vN4RNZTActfEtmGRNxSGc" alt=""><figcaption></figcaption></figure>

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.
