Model File Import

Import Settings Description

model_inspector_import
  • Scale: The global scale of the scene.

  • Find Same Meshes: Finds identical mesh instances and joins them into one.

Note

This post-process can take a while because it compares all meshes with each other by vertices.

  • Join Meshes: Joins meshes with the same materials and vertex layout.

    If a mesh has skinning, this process will be skipped.

  • Join Identical Vertices: Merges identical vertices to reduce vertex count.

  • Remove Redundant Materials: Searches for redundant or unreferenced materials and removes them.

  • Pre Transform Vertices: Applies node transformations to vertices. It can also merge meshes with the same materials into one mesh.

  • Optimize Scene Tree: Collapses and joins nodes without animations, bones, lights, or cameras assigned.

  • Flip UVs: Flips all UV coordinates along the y-axis and adjusts material settings and bitangents accordingly.

  • Flip Winding Order: Adjusts the output face winding order to be clockwise (CW). The default face winding order is counterclockwise (CCW).

  • Generate Normals: Imports normals from the model file or generates them.
    • ImportNormals: Uses normals from the model. If normals are not present in the model, they will be generated.

    • HardNormals: Ignores normals present in the model and generates new ones. This procedure can increase the number of vertices.

    • SmoothNormals: Ignores normals present in the model and generates smooth normals. It can be more time consuming, but in most cases produces fewer additional vertices.

  • Import Meshes: Enables or disables importing meshes from the model file.

  • Import Materials: Enables or disables importing materials from the model file.

  • Export Colliders: Adds Collider components to each node with meshes if a collider has been built for that mesh.

  • Export Meshes As Static: Marks all meshes as isStatic = true. This can be useful for optimization of static scenes.

  • Simplify Mesh: Reduces mesh complexity. Available levels:
    • None: No simplification.

    • Soft: Keeps at least 50% of triangles, max 0.5% bounding box error.

    • Medium: Keeps at least 30% of triangles, max 1% bounding box error.

    • Aggressive: Keeps at least 10% of triangles, max 5% bounding box error.

  • Reload: Forces a model asset reload.