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Question by oliver-jones · May 11, 2016 at 02:32 PM · meshverticesdynamic mesh

Dynamic Mesh - Multiple Meshes

Hello,

I'm learning how to build dynamic mesh. And I've found out that a mesh can have no more than 65,000 vertices.

So what would be the best option for a mesh that may want more than that? I've read that I can just create another mesh, and adjust those vertices accordingly. Fine.

What about sub-mesh? What can I achieve with that?


If I do have multiple meshes, then whats the best principle to actually combine them when creating dynamic mesh on the run?

The idea is that I have a data feed coming into Unity telling me about some geometry. I want to convert this data feed into a real-time mesh - however the feed is very high resolution, and I want to use all that resolution (for now) which requires more than 65,000 vertices of mesh.

Thanks.

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avatar image Cherno · May 11, 2016 at 03:35 PM 0
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Submeshes are only for using different materials on the same mesh. If using multiple meshes for terrain of environments, it's commonly called chunks. I don't see why multiple meshes (chunks) would be combined if the initial reason the use chunks is the vertex limit.

avatar image oliver-jones Cherno · May 11, 2016 at 03:56 PM 0
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Thank you - Sorry, I mean't combined in terms of scripting. With one $$anonymous$$esh, I can just use a row / col loop to change the geometry. How would one achieve this with multiple meshes? Thanks.

avatar image Cherno oliver-jones · May 11, 2016 at 04:28 PM 0
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The same, but as an additional step you first have to find out which mesh you need to access. So maybe a voxel-based terrain (doesn't have to actually be blocks, but at least have the cell structure) is 100x100x100, and each chunk is 10x10x10, so you might have one array [100,100,100] for the cell information and another array [10,10,10] that holds references to each chunk. That makes it easy to find out which chunk corresponds to which cell.

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