So I’ve noticed something weird… if two vertices are in the same exact spot, in the same mesh, in an FBX import, they seem to get merged into one vertex, or at least treated like one vertex.
This is really annoying me because there are instances where this is not ideal. I need separated vertices to remain separated.
Has anybody else noticed this? Is there a way to change it?
Hmmm, I haven’t experienced this behaviour, and I have some cases where I rely on vertexes being directly on top of each other.
Are you sure the merging is happening in Unity? (and not during FBX export) If you import the FBX file back into your modelling package, are the vertices still separate?
Unity seems to do all kinds of stuff to vertexes depending on materials and some other unknown properties. I wrote a morphing solution for my character editor, and had to end up finding all the vertexes by position. (and if none were found, then matching the vertex to the closest one). Even the number of vertexes varied on the imported model, with no material changes and only positional changes. And optimization was of course disabled.