I have a cube-sphere made from 6 planes. I am deforming each of the plane vertices using this code (C#):
aPlane.transform.aPoint(vertices[i]).normalized * this.radius + (randomFloat));
This gives me large gaps where my planes join.
How can I separate between shared and non-shared vertices, adding the
randomfloat to shared/non-edge vertices only.
Pseudo code could be (C#):
Vector3 vertices = mesh.vertices; //maybe add int tris = mesh.triangles? if (vertice is shared) add randomfloat; else deform without randomfloat;
I'm quite certain I need to create an array and add triangle vertices and check if the vertices belong to one triangle or two/more triangles.
Everything is generated from code and this is for a hobby project. I already have planet generators from the Asset store but if I use those I might as well just slap together Asset store content and put my name on it.