We are using 3ds max files with multiple objects inside them, as in-game we will always treat them as a group, and it makes the art pipeline easier.
However it appears that the FBX exporter writes the UV sets in an arbitrary order (well after much experimentation, I can't work out what the logic is). This was tested with a manual ASCII export and sometimes UVChannel_1 is first, and sometimes UVChannel_2 is listed first.
Now in Unity the project tree-view allows me to select 'Swap UVs', by selecting the object from beneath the Max file. However when I flip this, then it flips for all the objects in the Max file, and therefore I'm unable to patch over the FBX exporter's ideosyncrasies and get my diffuse and light-map UVS correctly assigned in Unity.
I'd be fine with patching each asset in Unity, but am unable because of the way they both flip together. Is this something that can be corrected in C# script, or do I need a fix in the engine?
Alternatively can anyone actually force the order of UVs in an FBX export?