With the latest update to Mesh uploading, I started noticing a problem very quickly. My highest poly model started tripping the "material subset" error. After some reading, I saw the notice that model imports now have a strict LOD naming convention for "auto matching": LOD 2 is for Medium LOD LOD 1 is for Low LOD LOD 0 is for Lowest LOD Unfortunantly, this runs counter to multiple platforms (Unreal, Unity, CryEngine) that I've encountered: LOD 0 (or not using an LOD prefix) is for the highest polygon count LOD 1 is for the second highest LOD 2 is for the third highest etc, etc. This rule is what made my initial model upload trip the "material subset" error (Something you would normally see for a faulty material lower in the LOD stack). This matching feature can be turned off by invoking the "ImporterLegacyMatching" debug setting, allowing you to use any name for your LOD uploads, but my question is this: Why is this strict naming convention the opposite of the industry standard at all? A quick search will show that Unity, Unreal and CryEngine all use the LOD 0, LOD 1, LOD 2, LOD 3 naming convention for highest to lowest LOD models.