Exporting files from blender to unity

A couple of months ago I decided to create a pretty simple open world game. I started to create the world with a single plain that I stretched and moved to create a world with a few mountains and stuff. I also created a material with a texture to colour the island.

Not long ago I was ready to export this file into Unity, and start with the actual game, but when I dragged the plane from the asset folder into the scene, I saw that the single plane I exported was now 20-ish different planes combined into one big plane, where each of these planes were different faces of the mesh. I thought it was okay at first, but when I tried to drag the texture on the plane, it simply coloured each “sub plane” individually, which ruined everything.

How do I combine all these planes and restore them into one again? Did I do something wrong in blender? Also, if this is what happens with exported files as a default, is it possible to create meshes to use in Unity as well?

If ur mesh has more than 65k+ vertices, Unity splits the mesh into different parts. Instead of exporting, directly use the .blend file in your game and it will not split the mesh.

Hope this helps!

I have never used Blender, but I think you need to do UV mapping, which is the process of assigning areas on a mesh to areas on any given texture. It is this process that is responsible for seemingly random textures resulting in perfect skins.