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): - channelMask: 0 offset: 0 stride: 0 dividerOp: 0 frequency: 0 - channelMask: 0 offset: 0 stride: 0 dividerOp: 0 frequency: 0 m_DataSize: 200108 _typelessdata: 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?
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.
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?