Meshes stretched and deformed not rendering correctly
WebGL 1.0 has a 65’000 vertex limit per draw call, going over that can cause visual artefacts and meshes to be drawn in the wrong order. This overflow mostly happens during baking.
Possible solution:
- Stay below 65k vertices per draw call by optimizing meshes to lower their polycount or splitting them into smaller chunks: Blender has tools to weld vertices together based on distance, and to decimate them, which help reduce the amount of vertices without sacrificing visual quality. You can view the amount of vertices in Unity in the Inspector panel by clicking on the mesh in the Project window.