1
$\begingroup$

This question already has an answer here:

I have one mesh and the object mode count is around 20,000 and the edit mode count on the mesh is 5,000. But when I export and import to unity it says it has more than the limit of vertices, so it splits it into 3 pieces. This is a big mistake... Unitys single mesh limit is 65,000 and it splits into 3... Help? It affects runtime and import/export time. I have a subsurf modifier but I know that's not the issue because when I take it off its around 1,000...

Blend file: https://drive.google.com/file/d/0B2ZiQtohl3tmRUhvbW5YMERjM0U/view?usp=sharing

enter image description here

$\endgroup$

marked as duplicate by gandalf3 Oct 4 '15 at 1:53

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • $\begingroup$ What format are you importing/exporting from/to? The subsurf modifier is set to 2 for render, which puts the mesh at 88K. Does deleting the subsurf modifier entirely help? $\endgroup$ – gandalf3 Oct 4 '15 at 0:55
  • $\begingroup$ Let me try removing it, and fbx is my format $\endgroup$ – Aidan Pallian Oct 4 '15 at 0:56
  • $\begingroup$ Even weirder, it fixed it but I have another issue that might connect to the problem. I'm about to post a screenshot check the question in a minute. $\endgroup$ – Aidan Pallian Oct 4 '15 at 1:00
  • $\begingroup$ That's a screenshot in unity... The whole back is missing? $\endgroup$ – Aidan Pallian Oct 4 '15 at 1:01
  • $\begingroup$ It shows me the inside of the player whatever view I'm looking at. This is so strange... $\endgroup$ – Aidan Pallian Oct 4 '15 at 1:02

Browse other questions tagged or ask your own question.