A collection of vertices, edges and faces that defines the shape of objects

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45 views

In Unity, how do I make a mesh change its opacity during runtime?

I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
3
votes
1answer
56 views

Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects

Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each. I am trying to understand the conceptual differences behind the ...
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0answers
21 views

Unity3D - Collider jumps when I hit play

When I press play, my collider jumps down and offsets everything. I believe its due to the animator as it doesn't happen when its not present. I'm using the stock Unity animations. Here is the ...
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0answers
26 views

How to generate mesh at runtime using raycast points?

I'm trying to make a clone of the trail/line renderer with the difference that everything is perfectly flat, i.e. the faces are not designed to face the camera. I'm using two raycasts to get the ...
0
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1answer
31 views

Trouble in 3DS MAX 2016 exported ogre.mesh file refering the correct .material

Actually we have some trouble in exporting ogre mesh + material files correctly from 3dsmax. We are using "Easy Ogre Exporter V 2.40" for the export to ogre format. And actually just testing its ...
3
votes
1answer
54 views

Vertex position problem for connected lines

I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that my math knowledge has hard time to resolve. Let’s ...
2
votes
1answer
68 views

Why doesn't Array.Copy to mesh.verticies work in Unity?

I am rebuilding a mesh but something seems odd that I have to create a temp array just to hold the verticies rather than copy an array. I'm not using list because this is used frequently and I do not ...
4
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1answer
33 views

Explain Mesh.MarkDynamic

As the reference page says, this function/method is used to optimize a mesh for frequent updates, but the description seems a little bit unclear. What should I consider before using it in my code? ...
1
vote
1answer
59 views

Generate a 2d mesh terain out of triangles (low details)

I'd like to learn a good algorithm to generate a 2d mesh made out only of triangles to be used as a terrain. Its not important to get a high detail terrain. It should just have a triangle looking ...
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0answers
95 views

Smooth+Flat shaded meshes cause shadow artifacts (understanding the source of the problem)

I'm using blender to create assets to use in Unity3D, and I'm having some trouble understanding how the smooth/flat shading interacts with shadows, I'm sorry if it has been asked before, but all the ...
2
votes
1answer
76 views

How to convert UV position to texture atlas pos and reapply to UV in Unity

I'm trying to apply a texture from an atlas to a mesh by reiterating through the UV array on that mesh, but I'm a bit lost on converting the coordinates. For example, if the texture required is at ...
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0answers
41 views

How to avoid ai hands or any body part going inside wall or ground? (Unreal Engine4)

Whenever my character get killed near wall his hands or any body part its goes through the wall making it look like half of the hands front of wall and another half through back. but i dont like it.. ...
5
votes
2answers
137 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
0
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0answers
18 views

Can you generate a mesh between to two objects in blender?

I'm wonder if there is any way I can be blender to generate or fill in the gap between these two meshes.
0
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2answers
109 views

Stitching terrain tiles made in Blender at runtime

Background I'm making several individual terrain tiles inside of blender for use within a Unity 3D 5 game. Each tile is square and is made to represent a segment of a world. In game the tiles are ...
0
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0answers
55 views

Road Networks and meshes; dealing with intersections

For the last month, I have been working on implementing a road network in my game (engine is Unity), in a similar fashion to city builders (where the player is laying the roads). I am not concerned ...
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0answers
20 views

get UV coordinates from texture

I downloaded a 3D Model, which is made of 3 submeshes, each one with a different texture. For some reasons, the UV coordinates of one mesh are wrong ( everything is x=0, y=1 ). Since I have the ...
2
votes
1answer
224 views

Generating mesh along path

I'm currently trying to generate a path along an array of points(Vector3) This is the result i'm currently getting The dark gray points are the given path The red points are the generated verticies ...
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vote
1answer
28 views

Blender UV unwrapping causes texture to repeat in UDK material

I've made pillow kinda thing, unwrapped it in Blender and then I imported my mesh to UDK, applied a material: The material splits, but I don't want that to happen, I want to cover the mesh with ...
0
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0answers
52 views

Mesh tilemap and scrolling

I'm working on a top-down game where the player can move up, down, left, or right. I've come across tilemaps but since using Unity, I'm seeing the idea of using Meshes. I don't quite understand how ...
1
vote
1answer
77 views

My runtime mesh is not being created where it's vertices are located, need help

I'm trying to create a quad at runtime and I'm encountering an issue where the mesh does not show up in the scene where it's vertices where set. In the following picture you can see the ship, and to ...
1
vote
1answer
68 views

Whats causing this weird texture stretching on my mesh?

Making this mesh via code and the texture seems to only tile on the sides, but not on the top. Any idea whats going on? public class CoreMeshCreator : MonoBehaviour { //Initialization public void ...
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0answers
123 views

Errors Generating A Plane Mesh Using A Script In Unity

In unity I have a script which is attached to a game object with a mesh filter. The purpose of the script is to generate a flat plane of 100x100 vertices. The code for the script compiles in ...
2
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1answer
150 views

Big 2D world Unity3d

I am planning to make a 2d tile based platformer with big world like in terraria. I have some questions to ask on how to manage this big world in Unity3D. The Scenario World Size = 1000 x 1000 = 1 ...
2
votes
1answer
106 views

Make a triangular mesh from of a map defined by points that follow the coast lines

I have a set of points which follow the coast lines of a world map. I would like to somehow triangulate so that I can render the continents filled in. The points seam to be in order so that if you ...
1
vote
1answer
356 views

Marching Cubes Vertex Normals

I understand how to generate geometry using marching cubes at an isosurface, but I haven't been able to find a clear explanation on how to calculate the vertex normals for a mesh produced using ...
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236 views

Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)

I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...
0
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1answer
71 views

Only 1 side is rendered

I'm trying to get my .blend object into Unity but for some reason I see it differently in Unity than in Blender. I was trying to solve the problem and someone said that I have to go to the edit mode, ...
0
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1answer
118 views

Is topology of procedural meshes important?

I've been working on a project which involves generating 3d game models, mostly hard surface ones, procedurally. Do I have to worry about keeping the topology clean? Will topology affect texturing, ...
0
votes
1answer
111 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like D3DXCreateBox, D3DXCreateTeapot and D3DXCreateSphere) to perform some ...
1
vote
1answer
584 views

Unity3D rendering only some triangles in a mesh - and triangle fans?

In my OpenGL apps, one of my tricks that I've used often for displaying heads up displays and ui elements, is to have a sorted mesh of triangles and then only render a portion of them. In one game I ...
1
vote
1answer
241 views

How can I make this shader background more efficient?

I want to use a shader as a background for a mobile game. I'm using libgdx for my project. I've never written glsl before, but here's my attempt so far: http://glslsandbox.com/e#22332.13 On desktop ...
0
votes
1answer
155 views

Mesh Generation In Code [closed]

My camera looks like this: I am trying to add 2D polygons to the screen based on the percentage that they take up of a 1920x1080 pixel canvas. Therefore, I calculate this and then use ...
3
votes
1answer
557 views

Fastest way to find closest triangle of mesh from specified point

I have two triangle meshes (let me call them A and B). The meshes may be really big (10.000 - 100.000 polygons). I want to find for every point in A the closest triangle from mesh B. Is there fast ...
0
votes
1answer
255 views

Unity, Cannot change a single Vector2 element of mesh.uv?

I have a simple procedurally generated mesh, with uvs that tile correctly for(int i=1; i<vertices; i++) { uv[i] = new Vector2(x,z); //pseudocode } mesh.uv = uv; This works fine. However if ...
0
votes
2answers
149 views

How to write an adjacency algorithm that compares position data?

I have a list of indexed triangles for which I need to generate adjacency data. I've already written a brute force algorithm that creates 3 edge data structures for each triangle and then compares the ...
1
vote
1answer
1k views

Can I use flat shading on a generated mesh?

I tried to generate a mesh from code in Unity. The problem is, that the edges are automatically smoothed. When I import a model into Unity, I can set the smoothing angle of the edges, but is something ...
1
vote
0answers
247 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
2
votes
1answer
90 views

How do I serialise a mesh to a text file?

I'm building a game engine in OpenTK (OpenGL for C#). Is it ossible to take a terrain mesh (in any format) and convert it into a text file (or a really small character-filled file, no more than a few ...
0
votes
1answer
165 views

Terrain (mesh) textures in Unity - blurry?

I've created a 3D mesh in blender which will be used as a terrain in Unity. Additionaly, I created a 900x900 texture which I'd like to apply as material to the mesh. However, unlike with the normal ...
2
votes
1answer
89 views

Unity - Imported meshes from Blender always corrupt

I want to import a terrain mesh I made in Blender into Unity, however Unity seems to fail to load it correctly. What could be the reason behind this and how can I fix it?
6
votes
1answer
335 views

How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, ...
0
votes
1answer
292 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
8
votes
1answer
565 views

Adaptive vs progressive mesh

Is there any distinction between these two? I couldn't find anything in google under "Adaptive vs progressive mesh", but googling them both separately gives results as if they were likely the same.
0
votes
2answers
1k views

FBX SDK Getting Tangents and Binormals From a Mesh?

How do I import tangent and binormal data per vertex from a FBX Mesh. I already know how to get Vertices, Normals and UVs but how would I get tangents and binormals? For example this is how I would ...
1
vote
1answer
111 views

Determine Mesh Vertex Index Given Another Mesh Index

Please bare with me as I explain what I am trying to accomplish :P Each 'X' below represents a mesh vertex: For my Unity3d GameObject (G1); the mesh vertices are stored in a C# List object in the ...
0
votes
1answer
499 views

Is it ok to destroy mesh directly from MeshFilter in Unity?

Mesh.Destroy(myGameObject.GetComponent<MeshFilter>()); May it cause any problems or undefined behaviour? (the reason I ask this is that I'm trying to destroy an exiting component which is ...
3
votes
1answer
156 views

Generate 2D Triangular Mesh from Vertices on a Map

Given a map of vertices {(x1,y1), (x2,y2), ... (xn,yn)}, how can I generate a 2D triangular mesh covering all vertices, and where the area of all triangles completely covers the map? The triangular ...
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0answers
114 views

How do I save my programmatically generated Mesh to a .X file in SlimDX? [closed]

The Mesh has been created properly with SlimDX, but Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); throws a NullReferenceException. I checked that barMesh is not null. Inside the ...
1
vote
0answers
54 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...