I have created a large triangular mesh for testing purposes. I made a script that displaces every vertex in the mesh some random amount on its y axis every fixedupdate. I ran it, and I see a lot of blue showing through. When I pause and zoom in, I notice that many of the triangles are only connected at one edge and have a free vertex that can flap up and down without moving its neighbors, and some are completely disconnected from other triangles.
Is this a Maya problem or a Unity import problem and how do I fix something like this so that 100% of the vertices really are merged?
Update : Just tried again in Blender this time, used the “Remove Doubles” command and it didn’t actually remove any- I replaced the mesh with an OBJ exported from Blender, and it behaves the same way (most triangles do not share vertices.)