Simple question on mesh import

I have a simple question on importing models into Unity.

Most of the models in the project have significant structure (they come from OpenFlight, a somewhat older real-time format that uses hierarchy as a way to optimize a scene graph). After a long and very painful process (why does it have to be that complicated, but that’s another question), I end up with the model in maya format. The conversion has maintained the various graph nodes, so for example a house may have 10 polys under a node called ‘roof’, another 10-15 polys under a node called ‘body’ etc.

When I import it in Unity, it ends up as a pre-fab with N transforms and N meshes, where N is the number of nodes in the original model. Now, mind you, some of the more complicated models may have hundreds of nodes, but maybe one or two thousand polys. Problem is, I have not found an easy way to just use my geometry without manually combining all the polys into a single node.

Is there a way to have unity unify all the nodes in a model so they are handled as a single mesh, without having to do it by hand?

I can also reorganize the original model, but that makes it hard as the model is cannot easily be re-worked since the node structure provides a logical grouping of the various elements of the model.

Is Component > Mesh > Combine Children what you are looking for?

Yep, that’s it. I remember seeing that but could not find it in the menus - Thanks , that helped.