General optimization(Unity)
Textures
Disable the read/write enabled flag
The Read/Write enabled flag causes a Texture to be kept in CPU memory.
Read/Write Enabled is only necessary when manipulating Texture data outside of Shaders
and should be avoided whenever possible.
Disable Mipmaps if possible
If the image won't be seen far away, mipmaps should be avoided to reduce the size of the image by 1/3.
Models
Disable the Read/Write enabled flag
TheRead/Write enabled flag for models operates identically to the one described for Textures. However, it is enabled by default for models.
If the model is not used in a MeshCollider and is not manipulated by scripts
, disable this flag to save half of the model’s memory.
Note that static batching requires this to be turned on
Disable rigs on non-character models
By default, Unity imports a generic rig for non-character models. If the model is not animated via the Animation system, this adds unnecessary overhead to the animation system.
Use Mesh compression when possible
Enabling Mesh compression reduces the precision of the model’s data. This can lead to a minor loss of precision, and the side-effects should be checked before publishing.
Disable unnecessary settings
By default, Unity enables Shadow casting and receiving, Light Probe sampling, Reflection Probe, and Motion Vector calculation. They should be disabled when not necessary.