[Solved] Unity has 1062 vertices and over 5000 triangles when 3dsMax only shows 959 vertices.

I’ve done some searching, and found this:

I’m doing a cloth simulation, and this bothers me.
I have duplicated vertices and indices, which leads to Contraints failure. There are no constraint for my cloth where the seam happens!
Original Model in 3dsMax.


Here I just simply log the vertexCount and triangles.Length.
And this is what I got in Unity:

Is there a way to avoid the seams, and get the non-duplicated triangles?

Has any one ever come across with this problem?

[Solved]: I have solved this by looping through vertices and find a duplication at certain position, and map the new index to the existing one. This problem is caused by different uv property at the same vertex.