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1
Question by Exalia · Aug 23, 2013 at 09:09 AM · androidrenderingportingwireframe

Wireframe Rendering on Android

I've used GL.wireframe to set up wireframe rendering on PC however this function literally does nothing on my tablet. I assume the guys over at Unity haven't put this in yet which is fine but does anyone know how I would be able to achieve the same effect without it?

Thanks

EDIT :

Since I have found a method of achieving a wireframe. However this only works by attaching the script to objects of low complexity. I would prefer for a similar effect to be done on all objects in the scene simultaniously

 using UnityEngine;
 using System.Collections.Generic;
 
 public class WireFrameCD : MonoBehaviour
 {
     Mesh LastMesh;
     Material LastMaterial;
     string lineshader = "Shader \"Unlit/Color\" { Properties { _Color(\"Color\", Color) = (0, 1, 1, 1)   } SubShader {  Lighting Off Color[_Color] Pass {} } }";
 
     public void OnEnable()
     {
         var mesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
         var renderer = gameObject.GetComponent<MeshRenderer>();
         LastMaterial = renderer.material;
         LastMesh = mesh;
         var vertices = mesh.vertices;
         var triangles = mesh.triangles;
         var lines = new Vector3[triangles.Length];
         int[] indexBuffer;
         var GeneratedMesh = new Mesh();
 
         for (var t = 0; t < triangles.Length; t++)
         {
 
             lines[t] = (vertices[triangles[t]]);
 
         }
         GeneratedMesh.vertices = lines;
         GeneratedMesh.name = "Generated Wireframe";
 
         var LinesLength = lines.Length;
         indexBuffer = new int[LinesLength];
         var uvs = new Vector2[LinesLength];
         var normals = new Vector3[LinesLength];
 
         for (var m = 0; m < LinesLength; m++)
         {
             indexBuffer[m] = m;
             uvs[m] = new Vector2(0.0f, 1.0f); // sets a fake UV (FAST)
             normals[m] = new Vector3(1, 1, 1);// sets a fake normal
         }
 
         GeneratedMesh.uv = uvs;
         GeneratedMesh.normals = normals;
         GeneratedMesh.SetIndices(indexBuffer, MeshTopology.LineStrip, 0);
         gameObject.GetComponent<MeshFilter>().mesh = GeneratedMesh;
         Material tempmaterial = new Material(lineshader);
         renderer.material = tempmaterial;
     }
 
     public void OnDisable()
     {
         gameObject.GetComponent<MeshFilter>().mesh = LastMesh;
         gameObject.GetComponent<MeshRenderer>().material = LastMaterial;
     }
 }
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avatar image Sajidfarooq · Aug 23, 2013 at 09:10 AM 0
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Just use Vectrocity.

avatar image Exalia · Aug 23, 2013 at 09:19 AM 0
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I'll have a look at this thanks.

avatar image Exalia · Aug 23, 2013 at 09:23 AM 0
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You have to pay for this this isn't a solution... I take my thanks back X_X

avatar image Exalia · Aug 23, 2013 at 11:27 AM 0
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Has anyone got a real solution for this?

avatar image Sajidfarooq · Aug 23, 2013 at 01:16 PM 0
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You never said it had to be a free solution. Vectrocity is a tool that every other Unity developer depends on. Its certainly a solution, just not free.

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