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Sander van Rossen edited this page Oct 24, 2026
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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.