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How to calculate the size of a mesh in Unity?
For example, if you have a mesh of 100 Vertices, and want to have a position, normal and two texture coordinates for each vertex, then the mesh should have vertices, normals, uv and uv2 arrays, each being 100 in size. Data for i-th vertex is at index “i” in each array.
Which is the second texture coordinate set of the mesh?
The second texture coordinate set of the mesh, if present. The third texture coordinate set of the mesh, if present. The fourth texture coordinate set of the mesh, if present. The fifth texture coordinate set of the mesh, if present. The sixth texture coordinate set of the mesh, if present.
How to change the vertices and triangles in Unity?
Continously changing the mesh triangles and vertices: c) Assign triangle indices. It is important to call Clear before assigning new vertices or triangles. Unity always checks the supplied triangle indices whether they don’t reference out of bounds vertices.
What are advanced methods in Unity scripting API?
There is also an “advanced” set of methods, which allow you to directly write to the mesh data with control over whether any checks or validation should be performed. These methods are intended for advanced use cases which require maximum performance. They are faster, but allow you to skip the checks on the data you supply.
What are the advanced methods for MeSH scripting?
The “advanced” methods are: SetVertexBufferParams, SetVertexBufferData, SetIndexBufferParams, SetIndexBufferData, SetSubMesh, and you can use the MeshUpdateFlags to control which checks or validation are performed or omitted.
How to make objects out of mesh in Blender?
Create objects with XYZ math functions. Includes several presets by elfnor. Create five types of beams. Create gear and worm type mesh. Gemstones by Pontiac, Fourmadmen, Dreampainter, Dominic Kroper, (dommetysk) Create three types of diamond shapes. Create a honeycomb patterned mesh. Create iterated Menger sponges. Create angled and crossed pipes.
How is vertex information stored in a mesh?
All vertex information is stored in separate arrays of the same size, so if your mesh has 10 vertices, you would also have 10-size arrays for normals and other attributes. Conceptually, all vertex data is stored in separate arrays of the same size.