I have a literal ton of morph data stored in meshes. I have one mesh for each type of Morph. Each mesh has 396 vertexes and two materials. Exactly the same, and assigned exactly the same (except for Vertex Position of course). Yet when I import, they all have a different vertex count. Instead of 396, the base mesh has 479, and the Morph Mesh has 483! I've turned off everything that seems appropriate - ie, I have turned off Mesh Compression. I've told it to Import Normals and Import Tangents. I've even turned off animation compression, even though it's not animated. Is there a way I can tell Unity to behave? Ie, I don't care if it needs to insert new vertexes, but can I at least get it to do it consistently! Otherwise, I'm not really aware of how to figure out how to create my morphs. I suppose I could preprocess the FBX to build a delta file, and then do some matching-by-position algorithm at load time. But this is a ton of work that I won't have to do if Unity would just be consistent.