From 48fc03d11eb82f6324d27e5322f0565e5f0e7da2 Mon Sep 17 00:00:00 2001 From: Senky <117542830+SenkyDragon@users.noreply.github.com> Date: Fri, 24 Jan 2025 01:22:04 -0600 Subject: [PATCH] bump --- docs/70-technical/fixes.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/70-technical/fixes.md b/docs/70-technical/fixes.md index d49258d..33c4dcd 100644 --- a/docs/70-technical/fixes.md +++ b/docs/70-technical/fixes.md @@ -140,7 +140,7 @@ When VRCFury is present in a project, it applies several fixes to resolve common * VRCFury fixes this unity bug and prevents the error * Unity reloads all scripts and scenes when entering play mode * VRCFury automatically disables play mode domain reload and scene reload, which greatly speeds up entering play mode, and is (at this point) compatible with basically all unity plugins -* Mesh data optimization takes FOREVER during avatar uploads, and is not a required process +* Unity's "Mesh Data Optimization" takes FOREVER during avatar uploads, and is not a required process * Mesh data optimization removes unused UV channels from meshes if it determines the UVs are unused by all attached shaders * The duration of this process scales with the number and complexity of shaders used. Since poiyomi creates a unique shader for each material, this complexity grows extremely fast. * Unused UV channels are already quite rare (why would a model have them if they are not used?), and an entire UV channel is only half the size of one single blendshape.