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Question by pickledzebra · Feb 05, 2011 at 01:58 PM · gameobjectvertexlimitextrusion

Dividing Extruded Object into Manageable Pieces?

I am using the extrusion code in the unity3d procedural examples to create say a long winding tube. I've eliminate the code that removes the tail sections, but I don't quite have the scripting confidence or know-how to do the following:

Let's say this tube or pipe follows a vector3 path with N points:

I'm concerned that at some point the extruded object will exceed the vertices/triangles limit for a single object. So as the extrusion is going along, I'd like to "close" it off every N/D vector3 points. (where D is some exposed parameter)

So I'd like the "pipe" to actually comprise a whole bunch of sub-pipes, but graphically I want it too look continuous.

Any comments appreciated.

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