Hi,
This is question that I'd like to know the answer to, but am not currently in the position to try out in practice. In my experiments with the Unity SDK so far, I've been using an integrated mesh that was created within our organisation. Unfortunately, it's a huge file (>160 Gb) that's too big to fit into my laptop's remaining storage right now. As such, I've been been accessing it directly from a common (internal) network drive. That's worked fine (albeit somewhat slowly, which isn't really a surprise to me), behaving exactly as I'd expect it to.
However, what I can't try right now (obviously...) is building this into an output application. Thus, I'm now wondering if this is something that's actually workable? I'm assuming, if I was on a different machine (or had a smaller mesh) that I'd actually first need to import the mesh into my Unity assets, then reference it, from there within the code/UI? And then, at build time, the mesh would be included, in its entirety, within the build? Is that how it would work? If that was the case, is there a practical limit on how big that mesh could be?
I'm used to dealing with regular Unity assets, but have never ever considered packaging something of that size into a build before, so am feeling somewhat cautious about suggesting, to anyone else, that this is something that could be done. Any thoughts?
I understand that, as an alternative, the mesh could be hosted externally and referenced from there. However, this might not be an acceptable option for some organisations.
Regards
Guy Heathcote