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Question by Nordir · Feb 19, 2015 at 08:24 PM · 2drenderingmesh vertices

Mesh with vertices changed in script is not rendered

The project setting is 2D (if it matters though i don't think so).

  1. I have a 3D mesh with 4 vertices.

  2. I dynamically (via script) change the position of 2 vertices on the right.

  3. And also move the whole mesh down each frame (transform.Translate).

The problem is that the mesh is not rendered until its bottom left vertex (which position is not dynamically changed in the script) is in the camera bounds.

alt text

How can i force it to render?

Thanks!

mesh0.png (35.9 kB)
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Answer by rageingnonsense · Feb 19, 2015 at 08:33 PM

You should include your script. No one can really help you that effectively without it.

That being said, I am willing to bet that you are not calling Mesh.RecalculateBounds() after altering the mesh. As such, visually your mesh is different, but unity still thinks it is offscreen. When you finally translate that left vertex into view, the original bounds also come into view.

Code could help confirm this though.

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avatar image Nordir · Feb 19, 2015 at 08:49 PM 0
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rageingnonsense, you can help effectively, thanks! :)

Indeed, i didn't call $$anonymous$$esh.RecalculateBounds()

avatar image rageingnonsense · Feb 19, 2015 at 09:04 PM 0
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Thanks for actually marking it as answered. haha. You're welcome!

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