So, I have this architectural scene in 3ds max that relies a lot on repeated instances of single objects such as pillars and arches. When I put this into unity by using the .max file, the instances are lost and each instance is treated as a single mesh, even though they are virtually the same as many of the other meshes. This is increasing the file size quite a bit. Is there a way to get instances in max to be treated as instances in Unity, or perhaps a way to replace an object in my scene with an instance of another? The only other option would be to delete these objects and try to recreate the scene in the unity editor that I already have in max. That would be a bit of a pain because my scene is very precise and I would have to manually set the transforms of each object to avoid overlap or gaps(I’m not aware of any snapping tools in the editor).
Thanks,
John