[Studio Beta] Major updates to in-experience Mesh & Image APIs

Wow, this place looks amazing!

Since unfixed EditableMesh can currently allocate and deallocate vertices and triangles, we can’t predict the exact memory usage. We’re currently taking a conservative approach and assuming the worst-case scenario based on the potential size of an editable mesh. In the future, we plan to provide options for creators to define the max number of triangles an unfixed EM may use, allowing for better memory estimation and management. In the meantime, you can merge multiple EMs into a single larger one and use Destroy() on the previous EMs to reclaim memory. Alternatively, you can use createEditableMeshAsync with FixedSize = false.

Please refer to the latest post ([Client Beta] In-experience Mesh & Image APIs now available in published experiences) for the best practices regarding the Create API, and we’ll keep iterating on the memory budget system to make it more dynamic.

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