My OSM map consists only in buildings: I extruded the square, so my model consist in a lot of simple cube. All the cubes are 1 single object. In this way with a big texture I have a decent and fast model of a city. I need a lot of cities, one for each scene in unity, and the programming part is more important at now. So I think this is the simplest and most efficient way for this.
26303vertex 17582faces 45858tris
In unity with fbx and Normals: calculate
Mesh1:65532vertex 39260 tris uv
Mesh2:12864vertex 6836tris uv
In unity with obj and Normals: calculate
So FBX seems more efficient.
The problem is inside unity, and I know this is a blender forum(sorry), but at the beginning I though the problem is the export.
Maybe Someone had already solved this problem.
In any case is a unity problem, If I import normals unity has 3*(vertex blender) dues to the fact that when exporting meshes from Blender any two adjacent faces that have their normal blending set to hard. The vertex is split between those 2 polygons. If the normal are set to smooth then these 2 faces continue to share the same vert.
With smooth shading (and not flat) the unity mesh is only 1 with
57395vertex 45858tris (in any case 2*(blender vertex) and in this case I don’t know why)
But in unity import menu I set import normals (If I set calculate the buildings became flat but I still have 2 mesh )
@finalbarrage The trick don’t work because the problem is in unity and not in blender!