Questions tagged [mesh]
A collection of vertices, edges and faces that defines the shape of objects
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Custom Mesh with single texture - suspected uv issues
I created a script that allows me to change my meshes configuration while the app is running. I don't know meshes all that well and am running into issues with texturing. How do I need to set my uv's ...
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How do game engines avoid recalculating normals upon mesh rotation?
Assume that a face of a mesh is defined by vertices A, B, C and that the normal of the face ...
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How to swap character model in PSX game?
I would like to know how I can change the 3D model of a PSX ROM running on an emulator.
For example, in Silent Hill 1, I would love to play as other characters by simply replacing the 3D models.
How ...
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How to make a hole of N vertices in the face of a Cube
I want to make a hole of N vertices in the face of a Cube, I'm adding just four like a square in this post to be simple, but eventually I want to be able to add as many as I want and maybe in a ...
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Wrapping a mesh around another
I want to add LED strips to objects at runtime. The led strip is a very simple rectangular mesh that is generated at runtime. A shader then just draws LEDs down the length of the strip.
Here is an ...
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Stitch meshes with different level of detail
I have an implementation for generating a mesh using marching cubes with different levels of detail.
The issue arises when transitioning between meshes with higher vertex density (smaller scale meshes)...
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Skinned Mesh Renderer - In Unity I can't change the blender modified mesh
I downloaded two assets from the Unity store, with the first one I built a modular character (head, torso, legs), then I took another one from the same author, to have more body "modules", ...
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I'm experiencing mesh pop-in on Godot 4.0.3 web export; how do I fix this?
I'm working on a game jam using Godot 4.0.3, and I'm intending to export to HTML5. The game works perfectly on native, but on a browser, meshes tend to pop-in when they're closer to the player than I ...
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"Subdividing" a quad with uneven side divisions?
I'm trying to generate an arbitrary quad mesh with each side having a different, arbitrary number of vertices, ideally with a fairly evenly-size distribution of triangles making up the final mesh, ...
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How do I rotate OBJ submeshes relative to themselves (or arbitrary point, as opposed to relative to the whole model)?
I'm creating my own flight simulator game from scratch, using Swift and Metal, for learning purposes, and I'm wondering how I can move certain parts of my aircraft model.
My model is a free OBJ file ...
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How do I blend the edges of triangles on a mesh
So in Unity, I have a mesh. The mesh is made up of a series of triangles that have different textures for each triangle. The problem is that it provides a very hard edge to the triangles and I would ...
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Material going to oposite side in procedural mesh creation
Tried to instantiate this gameobject procedurally, material texture went to the other side:
...
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Bullet spawning at world origin instead of muzzle socket on static mesh
I placed a socket called "Muzzle" on the end of my static mesh as shown here
I have it so when I left click, my bullet should spawn on the muzzle socket, but for whatever reason, it spawns ...
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In Unity, switching mesh on skinnedMeshRenderer works in editor but not in build
I got this very annoying bug, since it's only related to build and I'm wondering why that bug does not appear in editor.
I'm trying to switch the mesh that SkinnedMeshRenderer displays with another ...
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How to cut a desired shape out with desired depth of a mesh on VR?
I am creating my first Unity project which is a 𝐕𝐑 𝐬𝐢𝐦𝐮𝐥𝐚𝐭𝐢𝐨𝐧, and I am struggling with a particular issue.
I need to create 𝐚 𝐜𝐨𝐦𝐩𝐥𝐢𝐜𝐚𝐭𝐞𝐝 𝐦𝐞𝐬𝐡 𝐜𝐮𝐭 𝐟𝐞𝐚𝐭𝐮𝐫𝐞 that ...
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Help understanding the math to position sphere vertices by latitude and longitude
For a project of mine, I need to render spheres without loading a pre-made model or using built-in functions.
I found this bit of code on the internet that seems to work but I really want to ...
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How to improve performance of code for finding climbing annotations?
The goal is to be able to climb any ledge, even if the ledge is an odd shape. Therefore, I found a script that searches for viable "climb holds" along any mesh of any shape. You can then use ...
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How to make voxel terrain mesh
I've been trying to make a procedurally generated "pixelated" (semi voxel) terrain (using Unity), as seen in Sebastian Lague's video on simulating ecosystems. (Image attached)
I've tried ...
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How to handle overlapping meshes?
So I want to note that I am a beginner at game dev but an okay coder. I wish to make a game in which the character changes clothes.
I have a character and a few clothing meshes that all have the exact ...
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Change Mesh face colors / materials at runtime
I'm trying to change the color/material of the faces on my object at runtime. My object has a default SpatialMappingWireframe to begin with:
And I'm trying to assign new colors on start like so:
<...
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Attaching gameObjects to a moving Mesh by position retrieved from triangle index
I am trying to attach GameObjects testAttach to triangle indices in trianglesToAttachTo on a mesh, call it goMesh. I've ...
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Updating UI Graphic vertex positions through code
I'm trying to update the positions of vertices in my project.
I'd been using Unity's built in Line Renderer previously which worked fine, but had some problems when points got too close to each other.
...
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Blender exported model is giving better FPS than creating the meshes in Unity
I am experimenting with Hex grid layouts and testing the most efficient way of building a hex map.
I tried 2 things:
Build my own hex mesh using 6 triangles and 7 vertices
Use blender to create a Hex ...
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How to tear a hole in cloth sail rendered as a plane mesh animated with a shader?
I have a procedurally animated sailcloth. It's just a square flat plane mesh with 144 vertices.
I use a shader to manipulate the vertices and make it "fill" with the wind.
All of that works ...
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Seamless random morphing hex tiles' vertices in Unity3D?
I have a hex based, fully flat tilemap the tiles' mesh currently isn't generated, but a static mesh file containing 6 vertices, UV mapping, etc.
Then I saw this picture on Unity Answers:
I'd like ...
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Formula for calculation for total size of texured mesh of a home in gigabytes
I'm trying to calculate the size in GB for textures + meshes for someone's home of size 1500 sq ft containing (around 12K total objects) for 3 LODs.
I understand this number can vary quite a bit ...
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Sphere rolling shader like ice cream
now I can make cylinder shape with shader. But what I want to do is like picking up ice cream with an ice cream scoop. How can I do this?
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Does mesh contain a color?
I'm developing a simple 3D engine for education purposes.
I'm wondering whether a mesh contains a color of each vertex?
Because I saw somewhere that mesh does not contain a color at all. If so, then ...
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How to generate mesh for any shape?
I have shape stored in sprite. Shape is stored as white color. I want to generate mesh for given shape. Maybe just like sprite collider do. What algorithm I have to choose? Are there any libs for ...
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Generating UVs for an annular sector/ wedge-shaped procedural mesh
I am using code to generate a mesh to show the firing arcs for a tabletop-style game I am working on. But when applying a material to it, I only get a solid color.
Here you can see the custom mesh ...
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My First Person Player Capsule Is Always About 6 inches Under The Floor
Here is the problem. This is the exterior of the hallway in which my player capsule is standing. Notice the bottom of the capsule poking through the floor.
This is the interior of the hallway, notice ...
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Runtime Mesh Simplification (Decimation) in Unity
I'm trying to runtime decimate a mesh in Unity. (Open to new methods other than the repo I found.)
Currently trying to get this to work https://github.com/Whinarn/UnityMeshSimplifier/
As a sanity ...
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UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?
I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly.
But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh ...
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Outline Mesh Unity 2D
I have a procedurally generated mesh in Unity and I was hoping to outline the edges of it. I've got a small shader for an outline but instead of it working around the edge the mesh ends up filled with ...
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How to make a code-generated mesh interact with a rigidbody?
I'm using a sphere and an empty game object that generates a mesh upon playing/starting.
On the mesh, I place a Mesh Collider component with ...
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Given a 3D grid-based map system, how to find the middle point of an edge of the mesh of a tile on the grid
I have a grid-based map system. The grid is aligned to the X and Z axes. The tiles on said map are 3-dimensional, but flat, and can be located anywhere on the Y-axis.
If I need to get a Vector3 of ...
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Unity - Creating a plane that you can deform on runtime creating a path
So I'm doing this project which is similar to Castle Raid (https://youtu.be/ZiAv1smyCKM) And I'm having trouble implementing the path creation by deforming a mesh and making the players move on it. I ...
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How to simplify a 2D mesh with messed up topology while keeping as much of the shape as possible and as efficiently as possible?
I'm trying to figure out a way to simplify any 2D mesh during runtime in Unity with broken up topology so that it will have more uniform topology and retain as much of its original shape as possible.
...
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Having trouble implementing edge collapse operation with half-edge data structure
I'm trying to make a half-edge data structure to interact with meshes in 2D space in Unity but I'm having trouble with implementing an edge collapse operation that merges one vertex into its twin half-...
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Splitting the mesh of a plane into submeshes
I am struggling a bit with this. I am trying to split a plane recursively into subplanes, so that frustum culling is more efficient. I am doing that by dividing the indices into the 4 subplanes for ...
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How to project 3D meshes onto a 2D plane producing a 2D polygon silhouette?
I would like to project a number of separate 3D meshes onto a 2D plane and create a 2D polygon representing the outline of all the meshes. I would also like to to create multiple 2D polygons if the ...
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How do I distinguish if parts of a mesh are together or separate/disconnected?
Let's say I have a GameObject that has a MeshFilter with this mesh data.
These shapes are generated at runtime and all considered 1 mesh under the MeshFilter. What I want to do is separate the two, ...
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Problem detecting outer edges properly when deforming mesh dynamically
I've been using this edge code (https://answers.unity.com/questions/1019436/get-outeredge-vertices-c.html) for detecting outer edges.
...
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How do I cut mesh partially with EzySlice?
I'm using the EzySlice framework to cut meshes (https://github.com/DavidArayan/ezy-slice).
So far it can cut a mesh but infinitely but I want to be able to cut partially like this:
As you see in the ...
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why does my mesh render on top of UI?
I've got some UI elements and a 3D mesh imported from blender. I've tried stuff like sorting layers, so that I render my 3D mesh below a canvas UI element(side panel), for which I put my 3D mesh ...
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How can I create a custom size plane without scaling in Unity by code?
I'm planning create a plane with the size like 16x1x16, however, I wanna the scale of it is always 1x1x1. I found something useful information Unity change size of cube mesh. It aims to a cube mesh, ...
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Changing block shape to blend with adjacent blocks
I am in the process of programming a Minecraft like game in Unity. I am currently implementing the block mechanics.
My goal is that when a block is placed, it has an effect on its neighboring blocks ...
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gl.drawArrays() not rendering whole mesh
I have a mesh that is generated using the marching cubes algorithm that is drawn using gl.drawArrays(), however the whole mesh isn't rendered, only part of it. I checked if the count I was specifiying ...
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Performant way to generate a cylindrical mesh along a dynamic spline
I am working on a mobile game, in which I am tiling a cylindrical mesh along a dynamic spline. The points of the spline are changing each frame, so the vertex positions and normals of the tiled mesh ...