GLB creates multiple groups instead of combining like brush types

Encountering issues importing into unity for worlds. When using a GLB, there are too many nodes so I have to group like brush types in Blender to reduce draw calls. When you correct this issue in blender and export as a glb, it's a broken file and all of the special particle brushes (embers, smoke, etc) break. Can't use FBX anymore with particle brushes because they cause artifacts and the brushes dont appear or work as they normally do so GLB is really the only option to get all brush types working. Using glb on export is great but unless the brush types are grouped together (like we tried way back), joining in blender is mandatory. If this isn't done, frame rates tank. This solution would help a lot of people creating worlds or using assets created in OB for game dev.
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