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Chunking

Sander van Rossen edited this page Oct 24, 2026 · 2 revisions

Chunking

A model's output isn't one huge mesh: it is split into a mesh per material and divided into chunks of space (32 m), so Unity can cull and occlude it piece by piece, and an edit only rebuilds the chunks it touches.

  • Surfaces go into chunks whole, by where they are, so no surface is cut at a chunk's border.
  • Models whose lightmap would be too large are divided into smaller chunks, so each one fits its lightmap.
  • Models are occlusion culled (Occludee Static) once you bake Unity's occlusion culling.

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