I noticed, that Unity does not seem to import added UV Channels when updating an existing FBX Model in a project.
Example:
I created a model with 2 UV Channels (UV0 and UV1) in 3ds Max, export the FBX into my Assets Folder and use it in Unity…everything fine.
Later on, i realize, that i need another, additional UV-Channel, so i go back into 3ds Max, add a UV3 Channel and export the model as FBX again, overwriting the existing FBX in the Assets Folder.
When going back to Unity, i notice a short lag, telling me, that Unity is reimporting the FBX, but when i try to utilize the new UV Channel, it is still empty!
When i go on and export the model under a new name and do a clean first-time-import, things work as to be expected. All three UV-Channels are present and useable.
Has anyone encountered this issue? Is it maybe a known limitation or are there Workarounds?
In that regard, i also noticed, that Unity SEEMS to have problems, when adding new Submeshes to an already present FBX file (e.g. a FBX-file containing 5 cubes gets replaced with one containing 6). They sometimes don’t show up either (but i have to verify this yet…)