It looks like if I generate Mesh from code, then it's always treated as readable, i.e. it's stored in RAM and VRAM. Is there a way to generate mesh and then mark it as non-readable?
I can see that Texture2D.Apply
Texture2D.Apply(bool updateMipmaps = true, bool makeNoLongerReadable = false);
has a parameter makeNoLongerReadable which does exactly that. Can I achieve the same thing for Mesh?
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