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Unity 'auto import' of 3DSMax file - can you 'tag' mesh to be unrecognized?
Currently my preferred workflow is utilizing saving a 3DSMax scene file (.max) directly within the Unity > Asset folder and having all the geometry 'auto import'. However, there are many instances where an artist would want/need to keep a number of reference meshes within a scene file but DOES NOT want those 'ref meshes' to be 'read' by Unity upon saving the .max file. Exporting terrain from Unity and using it as a guide within 3DSMax as you construct your level geometry is a pretty clear example I can give.
I know from exposure to many industry Game Engines/Editors that there are ways (within some of them) to use specific 'naming variables' in the geometry's name, that deems it unrecognizable by the Engine/Editor IE: if in CryENGINE you place an underscore at the beginning of any entity's name, their resource compiler cannot/will not allow those to be exported or imported into the scene.
Does anyone know of a way to do the same type of action (mesh naming; User Defined Properties etc...)within the Unity framework...if in fact it is possible? If there isn't a way to do this then my workflow will change quite a bit and put me back to more conventional workflows with exporting FBX files individually.
Thanks in advance for any assistance!
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