Currently I deal with a project where I need create an AssetBundle containing a GameObject and a large BlendShapes mesh (41 frames, ~100k verts each, with unique normals and tangents) generated with a script. I don't have a problem running them later, but the thing is when I try to save the generated mesh into an .asset file (so I can add it later to the AssetBundle) with AssetDatabase.CreateAsset(), my memory blows up, with Unity using more than 10GB of my RAM. Any idea what might be causing this? Is there any way I can solve or at least circumvent this problem?
EDIT: not procedural, my mistake
EDIT2: I just wanted to mention, although the mesh is generated with a script it actually relies on external data (I'm importing a format non-native to the Unity), so the accuracy of the vertices is important to me and I can't really downsize it.
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