Search Unity

TypelessData in .Asset file

Discussion in 'Scripting' started by LightStriker, Oct 31, 2014.

  1. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,717
    We have been saving Mesh inside .Asset file. Those mesh are generated inside Unity.

    However, we found out our .Asset file to be extra large for no reason.

    Code (CSharp):
    1.     - channelMask: 0
    2.       offset: 0
    3.       stride: 0
    4.       dividerOp: 0
    5.       frequency: 0
    6.     - channelMask: 0
    7.       offset: 0
    8.       stride: 0
    9.       dividerOp: 0
    10.       frequency: 0
    11.     m_DataSize: 200108
    12.     _typelessdata:
    13. 2b16cebc81a1a63f9a99b63b9eba3cbf249fc4be914f0e3f69b823bfd75e063e58ea41bf000080bf00000000f5c5a63f0d39ac3c00000000d7d77fbf76600fbd000080bf04ce5bb26c1cc434000080bffb11edbc3d5ba73fd0bd5c3ceb71b0beed656abf930c54be089d4fbf9c8fcd3e71e3d9be000080bf0000000006dea53f26a9713c0000000018d7a8be18ae713f000080bfaff7a632594ae931000080bfd83ab1bc7626a13f9e57443cc81720bf1dbb9f3e1d1b373f65ed42bf7ffc31bd999325bf000080bf0000000093d5a03f3c09c33c00000000962dc03e45486d3f000080bf2e8ab833177615b3000080bf585609bdc2f79b3f62de0c3d9502d7be815c063f6e8a3d3f712464bf8f7eacbdb73ae4be000080bf00000000fb6d9b3fe93d3d3d000000000e3ff53e97b8603f000080bfda495b325551efb1000080bfa42b0bbddd539f3f2f402d3bc48c2abf434e273f09eeb73e416c13bf343914bee0fb4dbf000080bf18cffabca5f2a13f702570bb41417cbf5b39e13da751053eb2560bbebe7d43bd0d537dbf000080bf7d6e01bd24ada73f05b2e8bb2ff66bbf245dbfbee91fd4bd6198923c6835673ed55879bf000080bf615554bd284a9b3fd167fd3c01aa0bbf6454f93e269c2e3f6dab51bfd0900cbe0f9e0ebf000080bf154450bd02ac9e3faa362d3bc85457be26eb5f3ff097df3e3a5876bfcbbed9bdef3580be000080bf578d55bd69269f3f85e2aebc225a66bed6a8753f7c05
    That junk goes on and on for pages. It doesn't appear to be anything else than take space. Removing it explodes the mesh. What is it?
     
  2. numberkruncher

    numberkruncher

    Joined:
    Feb 18, 2012
    Posts:
    953
    That's the binary data representing the mesh vertices, uv's, etc. If you switch to binary or mixed serialization modes then this will consume far less space.
     
  3. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,717
    Good to know... Kinda weird everything else is written in a readable format.

    Do changing to Mixed or Binary affect loading time, or only file size in project and not deployed?