Separating meshes from imported model

I made an airplane model in Blender and imported it into Unity. Now,here is the problem:
I made two sets of wings as I plan player to be able to customize plane in game. As you can see the in screenshot both pairs of wings are visible and are overlaping.

The “dirty” way to achieve this would be to just link wing objects to script and make it deactivate “unneeded” wings.

Is there any more elegant way of doing this? I was thinking something like separating wings from the PlayerAircraft prefab and than making a script that would load just needed pair of wings, but still preserving relative position to the body of airplane.

Actualy, I can’t seem to find much info about what happens when I import models into Unity. All I do is drag the model onto the scene and make it a prefab so I can use it in other levels. What are the new untextured meshes that appear under the imported file name?

I think the best way to handle it would be to just have the wings on separate prefabs (and blender files, but that would be up to you). You could use bones on the plane and wings model’s to decide where to place the wing meshes in relation to the airplane.

I’m also fairly new to Unity’s way of doing things but I would recommend you don’t use imported blender files directly as prefabs. Use an empty gameobject, set the blender file as a child and then turn the empty gameobject into a prefab.

As for the meshes I think they’re just the individual objects in the blender file, or did I misread your question?