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

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11 views

Problem in GLTF and collada library

I am trying to use collada library to import a 3d model in unity scene at runtime(for desktop application). As per this answer i insert collada files on unity it didn't accept this line (shows an ...
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1answer
12 views

How do I determine distance of a point within a ProBuilder mesh?

As in the title, I have an effect prepped for my game which applies certain derived parameters to a post-processing effect after the player enters a boundary I created with ProBuilder. Finding how far ...
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0answers
22 views

Monogame - Get model triangles

I need accurate tri-tri collision detection for simulation software I'm writing, I have the physics simulated (modified verlet integration), the tri-tri intersection code (moeller), BUT am struggling ...
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0answers
13 views

Unity (2D): Masking part of objects out of field of view

I'm working on a 2D Unity project where people can only see objects in their field of view. I have successfully created a quad overlay that masks out any ground outside of your field of view. What is ...
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1answer
63 views

Unity: How do I only show parts of objects that overlap [2D]

I'm working on a 2D Unity project where the player can only see objects in their field of view. I have successfully created a mesh that overlaps anything that would be in the player's field of view, ...
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votes
1answer
51 views

Unity block chunk generation pattern

I am trying to do something like Minecraft game in Unity. Currently I am trying to generate a chunk of blocks, given dimensions. I can successfully create a chunk of N x 0 x 0 sized chunk, but due to ...
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0answers
28 views

Different textures on the single terrain mesh

I am using Love2D and want to create tiled terrain with a single mesh (to reduce the number of draw calls). I want to change a position of some tiles at runtime and do not want any gap to appear, i. e....
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votes
1answer
35 views

Unity3D - Mesh appears black in parts that it shouldn't

I have a procedurally-generated mesh that I am generating to use as a terrain. It looks something like this (from above, and it changes slightly every time): It also looks fine when I view from the z-...
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0answers
42 views

TTF glyph to OBJ

I'm looking for a method to convert a TTF glyph into a triangle mesh. I've tried making my own font constructing my own indices and vertices but it didn't go well: ...
2
votes
2answers
271 views

How can I generate the smallest enclosing sphere from a mesh?

I have a polygon which is defined by a set of vertices and I need the smallest sphere encompassing the mesh. The spheres are defined by a position vector (x,y,z) and a radius. Is there an algorithm ...
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votes
2answers
165 views

How can I convert my list of vertices and indices to a list of triangles?

I have a full 3D collision mesh that is represented by a list of vertices and another list of indices. I need to convert the list of vertices and the list of indices into a set of triangles. First I ...
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1answer
28 views

.md5mesh - multiple meshes with smooth normals

I have a .md5mesh which contains multiple meshes and I want to calculate smooth normals. The normals are correct but they don't work with multiple meshes. My first idea was to merge all meshes, then ...
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1answer
89 views

Removing duplicate vertices on a mesh

I have a set of vertices and another set of indices. Sometimes I find that I have duplicate vertices in my mesh. I tried at first to check if two identical vertices were in the array of vertices but ...
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votes
2answers
87 views

Why does Unity's MeshCollider only use SharedMesh?

For components like MeshRenderer, Unity uses two references to mesh through script--mesh, and sharedMesh. My understanding as of yet that setting a "sharedMesh" will affect every GameObject that uses ...
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0answers
24 views

Finding the “top” of a mesh representing the terrain

I'm generating a low-poly mesh for terrain, and for a given world coordinate I'd like to know where the "ground" is. My game uses fairly standard infinite terrain - I generate noise values for world ...
0
votes
1answer
22 views

Combining meshes up to certain sizes

I have the following spritesheet for types of terrain, with a transparent background. To draw it on my map, I thought of doing one mesh per type, and then combine them. This is the code. This gave ...
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0answers
64 views

Get the convex mesh generated by MeshCollider in Unity

I have a MeshCollider on my GameObject and its convex is set to true. I want to get the convex mesh generated by the MeshCollider and use it for stuff. Currently, ...
0
votes
1answer
86 views

How to get a reflex edge on a non-convex mesh

I am trying to implement a convex decomposition and I need to find the convex vertex on a mesh. Is there a algorithm that I can use to find the convex vertex on a mesh.
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votes
1answer
59 views

How do I get extents in my mesh

I am creating a AABB for collision detection. I need to calculate the extents for my model and also update them when my model moves. I calculate my min and max when I create my mesh and I use my ...
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0answers
87 views

Unity Mesh Optimization

I am making a Minecraft style game and I am looking for a good way to hide block faces that are underground or blocked. Thank you for any suggestions. Below is my code. ...
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1answer
33 views

Creating a large ground texture for mobile

Does anyone has any insight on creating / texturing a large mesh that will be used for a mobile game's level map? Specifically, I was wondering how games like Vainglory achieve this. I am familiar ...
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votes
3answers
203 views

How do I get min/max on a mesh

I am trying to create an AABB but I need to know how to store min/max from a mesh. Here is my code(I got it from thin matrix) : ...
0
votes
0answers
66 views

Unreal engine - How to work with multiple skeletal meshes as one

So I am working on a project and I decided to buy this customizable knight customizable Knight The problem that I am running into is that often I need to swap skeletal meshes . The problem is that ...
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votes
1answer
23 views

Divert gameobject around mesh surface

I am trying to find a way to divert a vector3 position around the surface of a mesh which doesn't have a collider. I have a function (found online) that calculates the closest position on the surface ...
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votes
1answer
135 views

Determining if a point is perpendicular to a line

I am trying to walk a line that is intersecting a mesh, and given the point on the line I need to see what vertices may be perpendicular to it. My initial idea was to attempt a dot product between the ...
3
votes
0answers
156 views

Understanding unknown mesh data structure

I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
0
votes
1answer
89 views

Problem with Unity NavMesh tools

I'm getting this error: Runtime NavMesh Builder source mesh combined mesh is skipped because it does not allow read access I checked all the models and it has the read permission. I also noticed,...
2
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0answers
147 views

Simulating Water by changing Y values of Quad Vertices

hopefully this isn't too difficult to answer, but I'm stuck and could at least use some input. I'm working on simulating water for the first time with basic wave functionality. As in I click at a ...
1
vote
2answers
138 views

Mesh complexity vs Texture Size (Performance)

From a performance view, which is preferable: A higher detailed meshes with small textures (like 32x32 pixels) or A less detailed mesh with a bigger texture (like 1024x1024 pixels)? Additional info. ...
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0answers
57 views

Let Mesh Gradually appear

Look at the image above. So the red area is a mesh, that appears when the area is being split by the horizontal wall. Now, I'm looking for a possibility to make it look like the color is gradually "...
1
vote
1answer
171 views

Convert Tris to Quads or Polygons

Im working on a ledge climbing system in Unity. I am coding a method that takes a mesh and tries to generate a bunch of connected nodes that will help the player detect ledges that can be climbed. ...
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vote
0answers
34 views

Extruding faces of a mold. Need to properly assign vertices to triangles

So I am creating a sort of modelling app using Unity. The user is able to select some vertices (using these vertexHandle GameObjects) and from there, extrude the face surrounded by these vertices. My ...
2
votes
1answer
119 views

How to achieve this sprite/mesh tile splitting like in Peggle?

Everyone knows Peggle. Here's a simple screenshot from one of their 'shapes': On the first look, it looks so simple. It's a circle made of identical tiles: It's ...
1
vote
1answer
234 views

Unity - An unwanted Collider , far too big , being added to meshes without reason and I cannot remove it

so I have a game in progress that is very similar to Asteroids. I was using spheres as primitive game objects and it all works perfectly in this case, but I need to be able to rotate the ship's model, ...
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votes
1answer
574 views

Gizmos.DrawMesh does not render anything

I would like to draw a procedural mesh as a gizmo: Gizmos.DrawMesh(mesh); however this does not render anything no matter what. I can confirm that the mesh in ...
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0answers
48 views

Visibility Polygons for FPS AI to move tactically

Does anyone know how to implement visibility polygons in Unity's AI system? I want to write FPS AI that clears an area by checking all the places that aren't immediately visible, cutting the pie the ...
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votes
1answer
91 views

Is TIN a 2D or 3D mesh?

I have a TIN (Triangle Irregular Network) that was created in CAD software packages from something called DTM (essentially each point represents the height of the ground for that specific point). The ...
0
votes
1answer
87 views

Unity - occlude a transparent part of a generated mesh with a non transparent part

I am making a procedurally generated voxel world made of blocks. Some of the blocks have non cubic shapes (ramps), and some of the blocks are transparent (water). All the blocks are part of the same ...
0
votes
1answer
293 views

Combined Mesh and Lightmap

I am using Unity 2017. The left picture is the original state. Light map applied. On the right is the state after all meshes are made into Combined Mesh. Same lightmap settings as left. As you can ...
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votes
1answer
32 views

Why is my Mesh reference being marked (Clone) after I add a new component?

I have a script that creates a quad mesh, saves the mesh as an asset, and assembles a game object based on some parameters. If I add another component to the GameObject after, the mesh is marked "(...
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votes
0answers
17 views

How to cache mesh for animated tiles on a tileamp?

First a bit of background: I am writing a tilemap renderer. The tilemap is a sparse grid where tile IDs are stored in blocks of 16x16 tiles (configurable). Currently the renderer renders static (non-...
5
votes
1answer
370 views

How can I fix zig-zagging UV mapping artifacts on a generated mesh that tapers?

I am creating a procedural mesh based on a curve and the size of the mesh gets smaller throughout the curve as you see below. And the problem is UV gets zig-zagged as the size changes (it works ...
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0answers
63 views

How to display a huge image in Unity 2D scene?

I need to display a huge image (big like earth) in a 2D scene, it is a PNG format image of real world map. I think like the other map APPs, the map image should be loaded and displayed tiles by ...
1
vote
1answer
89 views

OpenGL render shapes without texture file

I currently have beginner knowledge of OpenGL and something doesn't go into my head! How do I create shapes like eg. a triangle with rounded borders. Or a quad with rounded borders. Or some random ...
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votes
0answers
30 views

How to change a shape project when obstructed by object

I have a customized shape (mesh) in 3D as shown below: Now that customized shape projection will change when there are several obstacles located in front of the customized shape. I expect the result ...
2
votes
2answers
151 views

Allow a Player to Navigate the 2D surface of a 3D mesh

Edit: Currently, I am looking for a method which will allow a player to control a 2D mesh and navigate along the surface of a 3D mesh. Visually, this would look like the player is inhabiting a 2D ...
4
votes
1answer
437 views

How to convert a premade mesh into voxels so I can use algorithms such as marching cubes

I have a mesh that was created in a 3D program which is the terrain the player will walk on. I want to allow the terrain to be deformable by the player, but for it to be smooth (not like Minecraft). ...
1
vote
2answers
48 views

What methods are there to discard points on one side of a surface but not the other?

Goal: Given a surface mesh (terrain), discard all points above a given elevation relative to the terrain. The terrain can change quite often due to tiling and LODs, so the point culling will need to ...
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vote
1answer
310 views

Load FBX material data

I have the following piece of C++ code which I use to load triangle vertices from an FBX file: ...
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votes
2answers
384 views

Triangle mesh smoothing

I have a grid in terms of two arrays: points: contains 3D coordinates of points. triangles: contains 3 indices per line for ...