What I meant was that it would save the painted vertex information when saving it as a asset or obj. However it worked when I tried again, not sure why it didnt work the first time. I give you an example of how I'm using this feature. I apply my shader that uses the vertex RGBA as splat texture placement instead of the traditional splat texture. I then paint my grass, mud etc. This has been very useful in saving on splat texture memory. But because I use many PB planes that have this vertex paint I soon realised that Unity editor slowed down. I had to make sure that I converted the Pb asset into a Unity asset. it would be great if I could keep it as a PB asset though, so I could come back and repaint parts of the plane. if you have any tips on improving performance when have many (40+) pb planes. is there a way of converting an X pb asset back into pb format? PS. amazing work you guys have done with tool.