Triple vert count on importing FBX / .Blend into Unity

Make a simple cube in Blender, save .blend or export FBX to Unity Assets folder.

Unity Inspector will show the mesh as having 24 verts, instead of the 8 it should have.

Why is this?

Using Unity 5.3.2.p2 & Blender 2.76

Its to do with smoothing. Blender will export it with edge split. It splits faces based on the angle so as to create the correct normals. Every sharp angle requires the face to be split off unless you want it to be smooth.

For example the cube on the left is smooth and would have 8 verts in unity but to get the edges correct the faces must be split off and so with 24 verts you get the cube on the right.

More here unity - How does Unity3D lower an imported .obj vertex count? - Game Development Stack Exchange

Selecting all faces in Blender and setting to Shade Smooth on the default cube - Unity says the mesh has 22 verts in the importer, not 8.

Verts are also used to store UV coordinates. Delete the UVMap channel in blender
2502543--173013--upload_2016-2-9_10-59-28.png

Thanks. It’s not a worry - I just noticed it because I was getting the “failed setting triangles” error on some meshes after import. Oddly, I only get that error on OSX, not Windows - same version of Unity, same project.