# meshDeformation

> Specifies which method Unity uses to process mesh deformations for skinning.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static MeshDeformation meshDeformation { get; set; }
```

### Remarks

If set to [MeshDeformation.CPU](/engine/6000.3/script-reference/unityeditor/meshdeformation/cpu.md), Unity uses the CPU to process mesh deformations.

If set to [MeshDeformation.GPU](/engine/6000.3/script-reference/unityeditor/meshdeformation/gpu.md), Unity uses compute shaders to process mesh deformations on the GPU, and creates one dispatch call for each mesh and active blendshape. If you build for a graphics API that supports compute shaders and you render many skinned meshes, use [MeshDeformation.GPUBatched](/engine/6000.3/script-reference/unityeditor/meshdeformation/gpubatched.md) for better performance.

If set to [MeshDeformation.GPUBatched](/engine/6000.3/script-reference/unityeditor/meshdeformation/gpubatched.md), Unity uses compute shaders to process mesh deformations on the GPU, and combines multiple meshes and blendshapes into batches. See [MeshDeformation.GPUBatched](/engine/6000.3/script-reference/unityeditor/meshdeformation/gpubatched.md) for more information.

The default value is [MeshDeformation.GPUBatched](/engine/6000.3/script-reference/unityeditor/meshdeformation/gpubatched.md).
