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How does submesh index map to material?
What I did was make a cube in Sketchup, set each side with a different material, exported as 2-sided FBX, imported to Unity. As expected, there are 7 materials (one for each exterior face and one for the 'inside' faces). And 24 triangles (2 per face, and 2 sets of those per side of the cube (exterior and interior). I examine the triangle index from the raycast hit, and using Scrooge's script, find the submesh. The index I get does not correspond to the order a that materials are listed in the IDE. So is there something I'm missing, is there a hidden API or member that maps submesh to material?
Answer by ScroodgeM · Aug 01, 2012 at 05:35 AM
i'd check it right now. submesh index and material index are the same. both are zero-based. if you get another result somewhere - show us example.
See other post. Will put up screen shots tomorrow. Basically (using your script) I do get submesh indices 0 to 5 as expected (hitting exterior triangles of course), but the materials on those triangles don't follow the same order as what I see listed (top to bottom) in the inspector. Well now that I think of it, I'm looking at the material sample list (on the object), not the array of materials (by name) on the $$anonymous$$eshRenderer. $$anonymous$$aybe those don't jibe? Anyway, will check manana.