I have a mesh for a procedurally generated maze, in which there are, due to overlapping walls, a large number of superfluous vertices along the walls and corners.
(Edit: Actually, the walls are all individual, slightly overlapping cuboids, so maybe I should try some boolean operation like union on them?)
(Edit2: See below for the .blend file)
Is there an easy way to remove all of these so that I am left only with the straight planes? I thought I could use something like limited dissolve or the Decimate modifier, but I can't get these options to work. (Not sure what I am doing wrong, but applying them either does nothing or causes the mesh to go out of shape).
Here is the .blend file: maze.blend