Baked render data (triangle vertices, stored as XY UV tuples) XY is the XZ position in world space, relative to the pivot UV is normalized (0..1) There should always be a multiple of three elements in this array
Baked render data (triangle vertices, stored as XY UV tuples) XY is the XZ position in world space, relative to the pivot UV is normalized (0..1) There should always be a multiple of three elements in this array