Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ina · Feb 06, 2011 at 01:23 PM · meshruntimeproceduralpathsurface

Conforming a mesh path to arbitrary surface - runtime

How do you draw a mesh path at run time on an arbitrary surface - similar to this demo, but during runtime.

Supposing you have a predetermined path (on a 2d surface) - what is the best way to project it to the arbitrary surface?

Are there methods better than raycasting?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Peter G · Feb 06, 2011 at 01:50 PM

You do it the same way you do it in the editor. You move each vertex down until it hits something then you leave it (You probably place it slightly above the terrain so there is no z-fighting). How you do that depends on you. I don't know how they did it, since it was a terrain, the most efficient way would probably be to get the interpolated height at the vertex of the path and drop it to that point.

You could also try using Raycasting. The fact that your path is flat won't help this method much because there is still a non-uniform distance to the surface, and it is an expensive method to call and if you have many verts, it would slow down performance considerably during the frame that you call it.

If your looking for an easy way, just use a projector and project the path downward. It will line up perfectly with the ground, but you have to redraw everything the the projector shines on so it will add some more draw calls.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ina · Feb 06, 2011 at 02:01 PM 0
Share

*updated question slightly - case where the path is predeter$$anonymous$$ed on a flat surface... just need to project it onto arbitrary surface

avatar image ina · Feb 06, 2011 at 02:26 PM 0
Share

projector or raycast?

avatar image Peter G · Feb 06, 2011 at 03:16 PM 0
Share

Raycast would be a one time performance hit, projecting would be the same hit every frame.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Deleting one triangle out of mesh? Cut hole in mesh in runtime? 4 Answers

Check if a mesh has UV map at runtime 1 Answer

Runtime import of Collada files 3 Answers

Mesh creation during runtime 0 Answers

Create the visual spring in Unity? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges