Welcome to Virtual Mesh Docs!
Virtual Mesh is a Nanite-inspired virtualized geometry solution for Unity.
Core features:
- Continuous LOD graph – meshlets are dynamically selected based on an error metric, ensuring smooth transitions with minimal LOD popping.
- GPU-driven culling – per-instance, per-meshlet, and even per-triangle culling to minimize vertex shader work.
- Fewer draw calls – instances with the same materials are drawn in a single draw call, even if their meshes differ.
- Streaming – mesh vertices and triangles get dynamically loaded/unloaded based on what is currently used and requested on the GPU.
Everything runs in Unity 6 + URP + Direct3D11, with no strict hardware requirements (no need for Mesh Shader support).
More on platform support here.