# Sample: Draco Decoding This sample decodes and displays a Draco™ mesh at runtime. Its scripts serve as a blueprint to create your own decoding logic. ## Install the sample When you select *Draco for Unity* in the Package Manager, you'll be able to click on the *Samples* tab to see the list of samples. Find the *Draco Decoding* sample and click its *Import* button. Its content will get imported into the sample folder `Assets/Samples/Draco for Unity//Draco Decoding`. ## Run the sample Open the scene *DracoDecode* from the sample folder. You'll notice two GameObjects of interest, which have a component of identical name respectively on them: 1. *DecodeDracoToMesh* 2. *DecodeDracoToMeshData* Both reference `bunny.drc.bytes`, a [TextAsset](xref:UnityEngine.TextAsset) containing a Draco compressed variant of the Stanford bunny. If you enter Play Mode, both of those scripts will decode the asset and display it by assigning it to their [MeshFilter](xref:UnityEngine.MeshFilter) ![Rendering of two successfully decoded meshes](images/sample-decode-screenshot.png) ## Troubleshooting If you're not using the built-in render pipeline, the meshes render in solid pink to indicate a shader problem. Replace the material used on GameObjects *DecodeDracoToMesh* and *DecodeDracoToMeshData* with a valid material fit for your render pipeline and it should then render correctly. ## Trademarks *Unity* is a registered trademark of [*Unity Technologies*][unity]. *Draco™* is a trademark of [*Google LLC*][GoogleLLC]. [GoogleLLC]: https://about.google/ [unity]: https://unity.com