If all indices point at the propper vertex (x val) pointer.
if vertex and normals buffer have same length
if uv buffer is multiple of 2
if indice buffer is multiple of 3, meaning it declares a series of triangles, each having 3 vertices (3 numbers per vertex (x,y,z)), 3 normals(3 numbers per normal (x,y,z)), 3 uvs (2 numbers per uv’s (u,v)) and 3 indices per face (3 uints)
if you ensure that you do not have more than 196605 entries into vertices buffer per subGeometry.
Then you’ll be just fine. If not, Away will present you a nice big fat error or go black
Also you might want take a look at the Weld class, it shares all vertices out of the box for you! Explode does the reverse. Both good for either smooth or flat shading results.