Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [mesh]

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

-1
votes
0answers
30 views

All meshes I'm rendering seem to start at the same point

I'm learning OpenGL via LearnOpenGL.com I'm stuck at the model renderer. I'm writing everything from scratch in C, and this is what I have: I feel like I'm missing a flag or something and this ...
1
vote
1answer
136 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 ...
0
votes
0answers
26 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 ...
0
votes
0answers
15 views

Unity material array instead of color array

I am trying to have multiple materials on a mesh but on specific locations of it ( not overlapped ). Currently, I generate Color[] and use it to create a texture, it works rather well but it is ...
0
votes
0answers
9 views

Unity Networking Meshes on Objects with NetworkIdentity Invisible

the title sums it up. Here's what I tried: I let the networkmanager spawn the playerprefab on start. The playerprefab has an empty gameobject attached which itself is the parent of all meshes that are ...
0
votes
1answer
31 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 ...
0
votes
0answers
16 views

Textures on both sides of corridor in Unity

I do not know how to formulate a request in Google ((( how to make it so that textures closes the corridor(model) on both sides. what is the easiest way to do this ??
0
votes
1answer
18 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 ...
1
vote
1answer
66 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, ...
0
votes
1answer
57 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 ...
0
votes
0answers
37 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....
0
votes
1answer
60 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-...
0
votes
0answers
45 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
297 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 ...
0
votes
2answers
200 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 ...
0
votes
1answer
30 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 ...
0
votes
1answer
119 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 ...
2
votes
2answers
99 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 ...
0
votes
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
24 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 ...
0
votes
0answers
86 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
88 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.
-1
votes
1answer
85 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 ...
0
votes
0answers
126 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. ...
1
vote
1answer
37 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 ...
-1
votes
3answers
230 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
86 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 ...
0
votes
1answer
25 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 ...
0
votes
1answer
147 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
158 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
116 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
votes
0answers
174 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
163 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. ...
0
votes
0answers
58 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
216 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. ...
1
vote
0answers
35 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
134 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
256 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, ...
0
votes
1answer
700 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 ...
0
votes
0answers
51 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 ...
0
votes
1answer
106 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
93 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
362 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 ...
0
votes
1answer
35 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 "(...
0
votes
0answers
19 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-...
6
votes
1answer
459 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 ...
0
votes
0answers
74 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
98 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 ...
2
votes
0answers
31 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
153 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 ...