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Ok, here is the solution. First, you need to ensure that your vertices are winded in a correct direction. For this explanation I'm going to use counter-clockwise order. Like this: 1 2 3 And our coordinate system is: Y ^ | | 0------> X Let's call our 3 points a, b and c. Let's create some vectors: b - a = A, c - b = B, a - c = C. Now we ...


I'm not familiar with Unity, so some of my suggestion could be irrelevant. You could try and compose a sprite based on the vertices of the GameObjects that you bend. This would help hide the 'chain' that is behind.In the image bellow, in black is your original "chain". You take some precise location on it and you make out of it a new "continuous chain", ...

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