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Having taken a deeper look at the new API and evaluating how to best approach this, I can say that it will take much more time than I had initially anticipated.
If you are using the MeshSimplifier API directly, then you should (not 100% sure) be able to still use the new vertex buffer APIs on Unity meshes. But if you are using the automated components or the simplified methods on the MeshSimplifier API (like the ToMesh method), then you are out of luck.
I'd accept pull requests though, if you feel like implementing support for it. I don't spend much time on this project anymore, so it might take a while before I revisit this.
Hi. Unity 2019.3 now supports low level Mesh API, like vertex data attribute and custom buffer. So user can create F16 format vertex data.
I want to know whether UnityMeshSimplifier supports that vertex format and preserve its format for output mesh.
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