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Heya, so i'm not sure how to fix the actual script, but i figured out what's actually happening. at some point during generation, the setup fails to generate the new UV's when it gets to the moving part of the process, it scales them just fine, but once it tries to move the UV's, it completely breaks down, if someone could take a look at the script and fix that, then it should work again, because it does mostly successfully create the fixed FBX, i just have no clue how to code, but i was able to get a fully Usable UV by just moving them back into position on the completed atlas in blender. if anyone still wants to use this in the meantime, you just have to calculate the amount you need to move each UV set and then import back into unity, which is easy with some simple math/division etc.
Hi, it looks like only meshes with single material supported. Multy material meshes become broken
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