I’m writing some code to import a few different 3D model formats at runtime, and I need to handle the case where the imported model is too large for a Unity mesh and needs to be split up. Yes, I’ve seen some implementations of this (and others have asked for some example script), and I get the basics of constructing the algorithm, but it seems silly to rewrite something that seems to already be part of the engine that I’m paying for. I couldn’t find anything that mentioned it in the documentation (I essentially scanned all the classes in UnityEngine). So, does anyone know whether their function to split large meshes into parts <65k is callable?
I feel like I should just tag @Eric5h5 on this, considering this question will probably summon him anyways.