I’ve hit a situation where an asset bundle is missing the submeshes from the original content I’ve built it from. I’m trying to figure out if this is a configuration problem on my side, or if it might be a unity bug. Any ideas would be appreciated.
Here is my original model in the editor before building it out as an asset bundle. I clicked the mesh filter and cut/pasted the inspector window in the upper right corner. You can see it has 5 sub meshes:
Now here is the same model loaded from the asset bundle that got built from the above model. Note the warning in the mesh filter “This renderer has more materials than the Mesh has submeshes. Multiple materials will be applied to the same submesh, which costs performance. Consider using multiple shader passes.” It looks like the first material is getting applied to the whole Mesh. When I double click the Mesh filter the inspector doesn’t list any submeshes. (Again cut/pasted into the upper right corner of the image):
The model in question came from an OBJ file. I’m not sure if that would play into the issue or not.