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Questions tagged [mesh]

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

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14 views

DragonBones mesh gets light by the wrong side

So, I use DragonBones to get skeletal-animation in my Unity 2d game. The problem is that object is affected by light only from the back, while other objects(sprites, while the first one is mesh) from ...
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14 views

Can't refer mesh size after using .BakeMesh() in Unity

I can't figure out how to refer to the size of a particular mesh. The mesh is created through .BakeMesh(), then a box collider is added. Unfortunately the box ...
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1answer
48 views

Show Sprites on Overlap (Shader Graph) [2D]

I have a character sprite mesh and mesh renderer (The black wavy box). I am hoping to be able to overlay the black box onto the character covering the sprites but I am not sure how to do that. I ...
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1answer
35 views

How to change the mesh of the character in UE4?

I made a Bellsprout mesh in Blender, exported it as an FBX file, and imported it into UE4. I can insert it in the stage without problem, but I would like to use this Bellsprout mesh to replace the ...
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31 views

Hi,Dynamically modifying meshes in Unity3D

I'm working in Unity3D and I want to remove sections from a mesh at runtime similar to the idea of bombs removing sections of walls. In 3D modelling software this is a pretty standard Boolean ...
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1answer
31 views

LineRenderer on Mesh surface

Goal: Render distance lines between two points on the surface of a mesh-based primitive (i.e. sphere, cube, etc). Current Solution: Iteratively traverse distance line between two end points and "...
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0answers
12 views

TextMesh animation not working when attached to a new TextMesh object

I created an animation on one TextMesh object. Then I duplicated the TextMesh object (Ctrl-D) and disabled the first one. The same animation is - of course -attached to the new TextMesh. However, it ...
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1answer
75 views

How can one replicate the 'Quake Disruptor' of Wipeout XL/2097?

Following my previous question, I am wondering how one can achieve the same effect under Unity? The effect in action https://youtu.be/kzmmLeCwL0g?t=790 Description of the effect When you fire the ...
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1answer
100 views

Mesh rendering performance optimisation

I'm working on a libgdx implementation of mesh terrain and running into some performance issues. The terrain is represented by a number of mesh tiles, each mesh is made of vertices laid onto a 2D ...
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0answers
18 views

Why my mesh is flat and change position?

Befor Star: (It's basic cube) After Start: (It's must be Eye) Code: IngredientAsset: ...
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1answer
34 views

Unity SphereCast HitInfo Give me an interpolation of the normal surface?

I'm doing a SphereCast for a GroundCheck of a player. I have my Raycast hitInfo, and here in the picture at the left, I Debug.drawRay in black the direction of the hitInfo.normal every frame It seems ...
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1answer
28 views

split/divide/extract/separate mesh indices&vertex in n

I'm totally lost. I'm trying to split/divide/extract/separate a mesh into sub-meshes via bbox test. But I just realized that I need to properly split indices and vertex and I have no idea how o.o... ...
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1answer
37 views

Sometimes can't use the rendered mesh as a collider in Unity?

Most of the times I can use the Mesh Filter's mesh as collider in Mesh Collider But sometimes there is just nothing. No ...
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0answers
14 views

Unity inflates poly/vertex count but I don't have any lights?

Ok I have an issue with several meshes that have a lower poly count in blender, then when I export as fbx and bring into unity, the poly/vertex count skyrockets. I read here https://forum.unity.com/...
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0answers
22 views

Generating skeleton bind pose from vertex weights

Assuming that you know how many bones should be in the skeleton, and you have the bone hierarchy, is it possible to calculate the bind pose of the bones just based on the vertex weights? To elaborate ...
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0answers
39 views

Convert bones by bone matrix

I have a 3d-models from old game. They have the following structure: ...
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1answer
227 views

How can we achieve Earthquake Simulation in Unity - Simulation of P and S Waves

I Cannot use Water waves as P and S Waves are different than water waves. I tried to use it but not satisfied with the result. I am trying to simulate how Earthquake takes place in real time which ...
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0answers
168 views

Algorithmically fracture a mesh in Unity3D?

I want to create a plugin which shatters/fractures meshes, so I can make every object destructible if I want to. Like in Unreal's built-in feature. My quick approach to this problem is randomly ...
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1answer
102 views

Unreal 4 - How to access and iterate through the polygons of a mesh?

I'm newbie with Unreal Engine 4. I need to create a function which calculates the volume of a mesh, based on the following example: https://n-e-r-v-o-u-s.com/blog/?p=4415 To achieve that I created ...
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1answer
38 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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1answer
95 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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1answer
102 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
53 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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1answer
142 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
65 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: ...
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2answers
428 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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2answers
278 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
32 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
179 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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2answers
117 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
25 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 ...
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1answer
30 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
116 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, ...
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1answer
92 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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1answer
151 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
193 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
50 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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3answers
289 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) : ...
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1answer
29 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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1answer
191 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 ...
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0answers
162 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 ...
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1answer
163 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,...
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0answers
287 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 ...
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2answers
226 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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1answer
315 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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0answers
37 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
178 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
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1answer
300 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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1answer
969 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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1answer
142 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 ...