Vertices in Unity In Compare With 3dsMAx

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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.

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