Optimizes the mesh for GPU access.
This operation might take a while but will make the geometry displayed be faster. You should use it if you generate a mesh from scratch procedurally and you want to trade better runtime performance against higher load time. Internally it converts the mesh to triangle list and optimizes the triangles and vertices for both pre and post transform cache locality. For imported models you should never call this as the import pipeline already does it for you.
using UnityEngine; using UnityEditor;
public class Example : MonoBehaviour { void Start() { Mesh mesh = gameObject.GetComponent<MeshFilter>().mesh; MeshUtility.Optimize(mesh); } }