UnityMeshImporter
UnityMeshImporter copied to clipboard
Models with a number of triangles greater than ~ 20,000 are broken
I've temporary solved setting MeshTriangleLimitConfig at 20.000 and using the flag PostProcessSteps.SplitLargeMeshes while importing. Does anyone know how to fix this without splitting the meshes?
Fixed and pull requested https://github.com/eastskykang/UnityMeshImporter/pull/15
Reopened to make it still visible to users before it can be eventually merged into master