Number of mesh vertices increase when imported into unity

Hi there, I have made a number of basic shapes in blender (ico spheres, cubes etc). When I import the shape into unity (either as a fbx or 3ds file) the amount of vertices drastically increases. I know this because I have a script which is storing the array of vertices, and then debuging the size of the array.

As an example, my ICO sphere has 962 verts in blender, and 3840 verts in unity. This is nearly, but not quite, 4 times the amount of verts. Why is this? I have read in other posts about unity’s basic shapes having double verts, but nearly 4 times more is crazy (especially because it’s not exactly 4 times more, that’s what puzzles me the most!).

Incase it’s of any consequence to the answer, I am going to procedurally ater the shapes in semi-random ways.

Cheers in advance,

Pete

I would say you’re using hard edges for your icosphere. 3840 / 3 gives me a rounded 1280, and it’s divided by three because an icosphere consist of triangles, not quads. This means every vertex is tripled and that is because of multiple vertex attribute per vertex, which Blender might handle but Unity doesn’t. In your case that’s the normals, one for each adjacent face.

Therefore the amount is perfectly valid. Same for the cube, which equals the Unity primitive cube with 24 vertices.