I&
#39;ve spent long enough trying to work around
@unity3d splitting my Blender mesh into submeshes (even though I have no materials, everything shares the same UVs) that maybe I should&
#39;ve just written my own renderer
I&
#39;m sure everyone feels this way about their particular situation, but it&
#39;s wild to me that there&
#39;s no checkbox when importing to just merge all submeshes it thinks it&
#39;s found.
If anyone&
#39;s looking at this thread and not looking at the replies, I did get help from two friendly folks and was reminded that AssetPostprocessor exists -- which is such an essential feature I can&
#39;t believe I forgot about it!
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.