Prevent unity from adding additional vertices to my mesh
So I have a simple mesh (lets say a simple sphere with low poly count), and a point cache animation (PC2).
When I export the mesh from Blender/3DS Max, I get a vertex count of 138 (which I can see also inside the OBJ file).
The problem comes when I try to import it to Unity, when I do that, and I have played with ALL the import settings, the vertex count goes up to between 180-198 based on the import settings I've played with.
The problem with that is I have vertices mismatch. The point cache is 138 vertices per frame, which is correct based on the original mesh, BUT Unity adds additional vertices in an unknown order, so the point cache animation is not invalid, having fewer vertices than the modified mesh.
How can I fix that? is there a way to prevent Unity from adding additional vertices to my mesh? Is there a way for me to add the same vertices to my point cache? (like calculating the new vertices and adding them to my animations) or is there something else I can do to make it work?
Note: I am not using the alembic package because it lacks features that I need, and writing a simple PC2 importer was a lot quicker and easier. so I need this solution to work with the current importer (PC2).
Thanks in advance!
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