Unity merging vertices on FBX import?

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?

I think I am having a similar problem.
Upon import, the number of vertices in my mesh is reducing from 25085 to 23651.
Did you find a solution?

Is Optimize Mesh in the import dialogue unticked?

Same issue here, objects imported and a lot of vertices get merged. I unticked optimize mesh and I even tried doing that in editor postprocess script.

Unity is doing something internally out of our control…

Can any developers out there make a not wherever that a ‘Merge Vertices’ checkbox would be really useful in the mesh import?

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.

I’m having this problem, too. I tried exporting in multiple versions of FBX, and also used OBJ, but still no luck.

I’ve also made sure my mesh has UVs and that the UVs are split the same way the verts are, just in case that would help. It didn’t.

Anyone find a solution yet?

Did anybody file a bug report? No?
I’ll do. Still exists in 5.2.3f1

It is still an issue in Unity 5.4.0f3. It is extremely annoying if you want to parse the exact data on the Unity side.