New answers tagged 3d-meshes
You should keep in mind there's a set limit to mesh sizes in Unity3D. The maximum number of vertices a mesh can have in Unity3D is 65,534 vertices. Regardless of the merits of using a single mesh, this will almost certainly force you to separate your meshes.
Yes it matters but there's no general rule, it depends on the specific scenario and requirements. Here's some hints: 1 Mesh Scenario Pros: Reduce drawcalls(state changes). Cons: No occlusion culling(it's done on a per GameObject resolution in Unity) Potentially time consuming updating the required vertices (depends on the geometry complexity, but ...
Better than a projector you should be able to write a custom shader that highlights some quads given the mouse click world coordinates. Should be pretty cheap in resources if done right, and you can both use another texture or simply multiply by a color and avoid wasting unneeded memory. I'm not a shader expert but I'm working on something similar and you ...
A projector would work here. They're a little expensive because they cause the meshes they touch to be redrawn (essentially adds one more draw call in the manner certain shaders would), but that's something Unity internally during rendering, you won't have to do anything with the chunk's data.
Well, i'd probably start by taking a look at the blender unwrapping code, since blender is some open souce flavor; it appears to start here: https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/uvedit/uvedit_unwrap_ops.c I know the have a "pack lightmaps" command in their uv unwrap menu, but I wasn't able to locate it in unknown ...
you need to press the figure mode in order to adjust the biped bones. Its the only way to scale the bones of the biped. After that if you want to animate or make poses of the biped you must be off the figure mode.
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