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Sort mesh vertices before automatic sub-mesh creation
I am using a (tetrahedral) model (.obj-file) that gets split up automatically into 16 submeshes when used within a scene (since it consists of too many vertices for Unity to handle it as one mesh). Unfortunately each of these submeshes consists of various vertices that most often do not share an edge. That means that there are a lot of "holes" within each of these submeshes.
This is probably linked to the original vertices not being sorted by their position which is why when Unity splits the original mesh up automatically the submeshes consist of vertices with consecutive indices but with rather different positions, right?
Is there a way to sort these vertices beforehand by their position (or create new meshes out of these submeshes afterwards) so that I don't get any "holes" within them? Also if so, do I have to reassign any other information the object holds, like uvs or normals? Or do these get recalculated then anyways?
I am currently trying to "cut" these meshes, but because of these holes I am not getting any good results right now.
Thanks.
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