Polycount problem.

Hello, firstly i’m sorry if this questions been asked before I know some have had similar problems in the past.
Ive made a level geometry in blender and imported into unity.
The model sits with all details around 9200 tris but when looking in unity its multiplied to 70k.
Ive been trying everything from redoing the uvs, normals, lighting…
but I noticed when i scale the mesh down the polycount goes down to about 10k.
Anyone know how I can fix this?

You probably have some kind of subdivision activated.

Thanks for the reply. Ive reopened the blender file, removed all modifiers and exported again. Same problem

are you using point lights or pixel shaders?

Point lights.

Edit: Ive just loaded the mesh in another scene and its fine…
this has happened to only 2 scenes but I have no idea whats caused it.

This is what happens with meshed in Unity… if you use point lights to render your scene, especially if they are set to important, your model’s poly count will sky rocket

Thanks for the help, The scene ive moved it to has 2 directional lights and even after removing all lighting from the first scene the polycount is still high. At this point I guess ill have to rebuild the scene piece by piece to see if the it happens again.

Edit: In case anyone makes the same silly mistake as me. Neptune was right, A number of objects in the scene had projectors attached each multiplying the face count of the objects it was projecting onto. This explains why when scaling the object down the projectors no longer hit and the polycount went down.