title: Parsing mesh with more than 65k-vertices in Unity at runtime
body: <p>I'm trying to load OBJ models in runtime using Unity and C#. I'm using Unity's Wiki parser "FastOBJImporter" <a href="http://wiki.unity3d.com/index.php/FastObjImporter" rel="nofollow">http://wiki.unity3d.com/index.php/FastObjImporter</a> for parsing the OBJ files. 
  I can't load a mesh with more than 65,534 vertices since it's a Unity limitation ( <a href="http://answers.unity3d.com/questions/471639/mesh-with-more-than-65000-vertices.html" rel="nofollow">http://answers.unity3d.com/questions/471639/mesh-with-more-than-65000-vertices.html</a> )</p>
  
  <p>My idea is passing a big mesh path to FastOBJImporter and generate multiple GameObjects with less than 65k vertices in order to load bigger models.</p>
  
  <p>Does anybody know how can I modify FastOBJimporter safely in order to return a list of sub-meshes instead of a big mesh? Any other solutions/ideas are welcomed.</p>