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Is there any way to find connected vertices in a mesh which was imported from Blender?
Well, I think the question is well explained. What I want is to create a navigation mesh. But in this case I'll just use connected vertices. So each edge represents a neighbor of a certain vertex.
Is this possible?
Thanks from now! Any help is much appreciated!
I don't know how a mesh come into Unity from Blender, but the $$anonymous$$esh class has a number of ways to access data. If the edges represent triangles, there is direct access to get and set triangle. I've only worked with triangles, but apparently Unity supports other topologies including quads, lines, and line strips. See $$anonymous$$eshTopology and it provides access to the indices defining these topologies.
Answer by Gizmoi · Jan 28, 2013 at 02:01 AM
The index buffer will tell you which vertices are connected. If your mesh is made up of triangles then each set of 3 indices will be one triangle and the indices will refer to the 3 vertices that make it up.