I was looking at a video of a system that extrudes meshes along a curve, connecting them end to end but adjusting the vertices for a smooth connection. It does this with a mesh that as far as I know is guaranteed to have open ends that are later capped with a separate mesh.
Here is a video showing the effect I am trying to reproduce.
Let's suppose I have a mesh, then, that is open like in the picture below. How can I find the vertices that are on one edge only of this mesh? For example the ones that are selected here.
Previously I used a plain cylinder with open caps as an example, and finding edges that were only used for one face might have been able to do the job, but in a case like this, it would end up selecting any vertices in the middle along the bottom as well, which I don't want.
I want to be able to find the ends of a particular side like those that are selected in the picture. Theoretically I can then manipulate these into new positions if I wanted to, for example, string cylindrical segments into a curved cable structure.
For what it's worth, I'm trying to accomplish this in Unity with C#, but it's the algorithm I need help with.