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Question by ina · Dec 22, 2010 at 10:03 AM · meshproceduralmeshfilteredgeselecting

Displaying precision edges of a mesh at runtime?

Does Unity have any built-in support for precision-highlighting the edges of a mesh at runtime.

Similar to how when you select an object in Edge / Edit poly mode, for example, in 3ds Max, all the "edges" highlight.

This is similar to this, but I'm looking for something with more precision, and preferably, doesn't require rendering and post-processing..

At worse, I am guessing the flow goes like this: calculation something in buffer, then create new mesh lines where the edges should be to "fake" the highlights.

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avatar image Eric5h5 · Dec 22, 2010 at 10:21 AM 0
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There's nothing built-in, no. That's something you can fairly easily do with Vectrosity, however, and it's probably also the answer to your question about grids. http://www.starscenesoftware.com/vectrosity.html

avatar image ina · Dec 22, 2010 at 11:06 AM 0
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neat - do you know if vectrosity works with Unity Android?

avatar image Eric5h5 · Dec 22, 2010 at 07:24 PM 0
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It should...it works with Unity iPhone. I can't test that though. If someone buys it for using with Unity Android and it doesn't work, tell me what's breaking and I'll fix it.

avatar image ina · Dec 30, 2010 at 07:13 PM 0
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ok.. invitation accepted! i'll be your generous indie guinea pig on the Android ;-)

avatar image ina · Dec 30, 2010 at 07:29 PM 0
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oh drats... from a brief glance at your manual, it looks like vectrosity can't do the edges highlight for arbitrary meshes (procedurally edited, for example) at runtime - it relies on pre-generated bounds data ... :-(

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