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Question by marsorbiter · Mar 12, 2015 at 04:12 PM · meshefficiencyruntime-generation

How to efficiently copy a mesh modified during runtime?

Here's a simple icosphere, representing Mars.

A simple textured icosphere.

At program startup, in an attempt to simulate height, I loop through the vertices and modify them slightly. This gives the planet a sort of bumpy feel.

Now a slightly bumpy mesh.

I now wish to reuse this exact same bumpy mesh. For instance, I want ten other bumpy copies of Mars floating right next to the original bumpy Mars. But I don't want Unity to copy the mesh, since it's quite large. Rather, I want each copy of Mars to reference the one single mesh in memory.

What's the best way to do this? Or am I asking the wrong questions? I'm new at this.

Thanks!

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Answer by One Ring · Mar 12, 2015 at 05:13 PM

If you use the same method to make the sphere bumpy then you could just repeat the process, if theres any randomness you could set a seed at the start to make sure it will match.

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avatar image marsorbiter · Mar 12, 2015 at 05:44 PM 0
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Won't this result in double the memory usage? I'll have two exactly identical meshes loaded into memory at the same time, whereas I'd like just the one to be reused. Imagine I wanted to copy $$anonymous$$ars a hundred times.

avatar image One Ring · Mar 12, 2015 at 06:09 PM 0
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You can probably just get a reference to the mesh and then put that into the mesh filter on the other mars object.

http://docs.unity3d.com/ScriptReference/$$anonymous$$eshFilter.html

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