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!
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