I have a tree with 193 vertices in 3dsMax. when I import it in unity it says that my model have 732 vertices.
I write this code for testing coordinates of my testing model.
Mesh m;
m = GetComponent<MeshFilter>().sharedMesh;
foreach (Vector3 item in m.vertices)
{
Debug.Log(item);
}
but with seeing the coordinates in the console window of unity I see some vertices calculate multiple time. why unity do this? I think It's awful for performance in Big Scale.