Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by umurcg · Aug 03, 2016 at 07:45 PM · meshverticestriangles

How can I remove shooted mesh of object?

Hello, I am trying to write a script for removing shooted mesh of object (triangle) by mouse click.

There is a two approach that came up to my mind.

First one is modelling main game object with little cube objects which I can easily destroy when one of them shooted. However I want to learn mesh scripting a little bit, so this method is my last option.

Second one is, writing a mesh script which detects nearest vertices to mouse cursor and then remove them from triangles array of mesh. Here is the code that I wrote.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 using System;
 
 public class beardScript : MonoBehaviour
 {
     Mesh mesh;
     Vector3[] vertices;
     List<int> indices;
     Vector2[] uv;
    
     // Use this for initialization
     void Start()
     {
         mesh = GetComponent<MeshFilter>().mesh;
         vertices = mesh.vertices;
         indices =   new List<int>(mesh.triangles);
         uv= mesh.uv;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             RaycastHit hitInfo = new RaycastHit();
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo) && hitInfo.transform.tag == "Talker")
             {
                 int[] indexToBeRemoved = new int[3] { -1, -1, -1 };
                 
                 for (int j = 0; j < 3; j++)
                 {
                     float minDist = Mathf.Infinity;
                     int index = -1;
                     for (int i = 0; i < vertices.Length; i++)
                     {
                         float dis = Vector3.Distance(hitInfo.point, vertices[i]);
                         if (dis < minDist&& i!=indexToBeRemoved[0] && i != indexToBeRemoved[1] && i != indexToBeRemoved[2])
                         {
                             index = i;
                             minDist = dis;
                             
                         }
 
                     }
                     indexToBeRemoved[j] = index;
                     print(index);
                    
                 }
                 Array.Sort(indexToBeRemoved);
                 indices.RemoveRange(indexToBeRemoved[0], 3);
                 mesh.Clear();
                 mesh.vertices = vertices;
                 mesh.uv = uv;
                 mesh.triangles = indices.ToArray();
             }
         }
     }
    
     
  }

However this code doesn't work. When I click to object, object gets darker gray.

Also I noticed another issue in that code. If this script worked properly, it could still give me wrong vertices. In some meshes, especially the ones that scaled down in one axis; nearest vertices to mouse cursor may not be corner of same triangle. So I couldnt get the vertices that mouse cursor shot.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

67 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Procedural Mesh Problems 0 Answers

Creating triangles around a mesh using an array of vertices 1 Answer

Getting face of mesh when you already have one tri 0 Answers

Triangles don't follow the vertices changed on mesh 1 Answer

How is a Mesh Built? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges