I'm importing a model into Unity iPhone (though I expect this isn't a Unity iPhone-specific issue) and just this one certain mesh makes the vertex count show up in stats as approximately double what it should. It's approx. 4,500 vertices, and when I disable the object, the scene's vertex count drops by 9,000 (basically twice what the model actually contains). At first I had a problem with "phantom" vertices from faces I had deleted but didn't remove the vertices. This was bloating the vertex count, but I fixed it by optimizing the meshes to remove the unused verts (I'm using Cheetah). But I still can't seem to get this one mesh (one of three in the .jas/fbx file) to stop showing up with double the verts. Edit: I should add that the number of tris appears correct, just not the number of vertices. Are there any well-known gotchas I should be aware of that would cause this? I thought perhaps it's showing that because I might be using a shader that is registering two passes (lightmapping), but it turns out that's done in a single pass and wasn't the culprit. So I'm at a loss as to why I'm getting double the verts! As you can imagine, this is pretty important on a platform like the iPhone.