Hey @Adragen ,
Q1: I typically just hide the original mesh until I’m sure I don’t need them as a source again. If I’m confident that I don’t need the originals for anything (including collisions), I will just delete them. I do the deleting when I’m done with the scene.
Q2: Once you hit the button, basically two sets of meshes exist: Merged Mesh and your originals. If you hide your originals (or delete them), the merged set should be the same. I’m thinking two things could be happening:
a. Unity didn’t fully select the fence pieces. I’ve seen Unity un-select things on me unexpectedly.
b. Any chance, that part of the fence is using a different material?
Q3: This is normal. The asset will create a static mesh. Your original trees are probably built to support wind or other features. You could treat the new trees as static meshes and add other components, but on their own they are just static meshes.
Something to think about when dealing with things like fences and trees (and mushrooms like my video :)). Unity is pretty smart and will cull objects that aren’t in the camera’s view. So, you don’t want to turn all fence posts into a single mesh. If you do, your whole fence will be rendered even if you can view just a tiny bit. Better to create reasonable clumps or groups.
In my video, you can see I do that with the mushrooms. Since I have mushrooms all around, I could just create one huge mesh. However, if I’m only looking at a single mushroom the whole mesh goes to the graphics card. Instead, I’ll merge mushroom groups. Then, culling will throw out a whole group if it’s behind me.
With the performance, I’m wondering if that’s what you’re running into. So, let’s say I have a fence in a rectangle that surrounds me (the camera). I wouldn’t merge all posts. Instead, I’d probably create 8 groups (4 corners and 4 straights that connect the 4 corners). This way, Unity will throw out the groups that aren’t in view. That’s still better than 400 individual fence posts. In this example, I’d hide the original 400 posts.
I hope that makes sense. If you’re still having issues, feel free to email me a scene and I’ll take a look. Send it to tim@ootii.com. 