Does unity have back face culling? If it does, it doesn’t work like i expected it should. If i place an asymmetric model in the scene and slowly rotate it in front of the the camera, the vertex and tri count does not change.
The stats window only records how many triangles and vertices are sent to the GPU. Since backface culling happens on the hardware, Unity has no way of knowing the exact amount of culling and will just display the total number of vertices/tris in the model.
If you move the camera inside the model, however, you will notice most of the model becomes invisible, as its backfaces are being culled.