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Question by GameOnJohn · Sep 21, 2011 at 09:29 AM · meshuvtriangles

building mesh triangles

I was researching/building simple meshes in Unity and realized that building the triangles for meshes is really tough.

Are there any methods or practices for simplifying/automating this process. What about UV's, the top and bottom of the cube I built looked fine but the sides are stretched, i don't even want to talk about the tetrahedron I built.

...or is it better to use a 3d editor then trying to build mesh in unity.

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Answer by syclamoth · Sep 21, 2011 at 09:48 AM

It is ALWAYS better and easier to use an external editor than it will be to create an entire mesh from scratch in Unity. To begin with, the things you are struggling with have already been totally automated by the clever folks who wrote whatever you choose to use (be it Maya, 3dS, Blender, modo or even lightwave (shudder)). Unity is not set up very well for mesh editing- while it provides the tools to do very basic procedural mesh building, for things that you don't have to change at runtime it will be much less painful just to import models from an external source (which, after all, is what Unity is best at).

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avatar image GameOnJohn · Sep 21, 2011 at 10:05 AM 0
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Thanks. I saw a video of a guy building mesh with curve/splines in the Unity editor and was interested in the processes, RageSpline or whatever. Think i might have to pick-up Blender or simplify my mesh.

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