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This question was closed Dec 14, 2020 at 01:04 PM by unity_iT6SZm-KziEirA for the following reason:

Answered myself right after posting. Sorry

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Question by unity_iT6SZm-KziEirA · Dec 14, 2020 at 07:11 PM · mesh3druntimenormalsfx

Seing through triangles in runtime edited mesh

Hi, I'm currently working on an algorithm that "digs" a hole into a mesh, typically the ground.

I place random vertices on the top layer on my ground, triangulate them, duplicate them lower to form a hole, and link the borders of the hole together.

Here is the result : alt text

As you see, my problem is that I can see the lower surface of my hole through the remaining top faces of the ground, even though those top faces are visible everywhere else

Here is the chunk of code I use to make the final rendering :

 //rendering mesh
 newMesh.vertices = newVertices.ToArray();
 newMesh.triangles = newTriangles.ToArray();
 newMesh.Optimize();
 newMesh.RecalculateTangents();
 newMesh.RecalculateBounds();
 newMesh.RecalculateNormals();
 
 ground.GetComponent<MeshFilter>().mesh = newMesh;

Do you have any idea to fix that ? Maybe it has to do with normals but I find that strange that we can see the top layer face AND through the top layer face.

My ground object uses the standard default shader and i'm using Unity2019.1.7f1

capture.png (162.3 kB)
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avatar image unity_iT6SZm-KziEirA · Dec 14, 2020 at 01:03 PM 0
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All right, I found the problem right after posting this. Sorry about that. I had my mesh rendered as transparent. I changed the shader's rendering mode to opaque and that did it.

Yay :)

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