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how can i put objects seemlessly together
Hi,
I've created blocks for my platformer game in blender, and i've put those blocks together in unity, to create platforms but there is a small seem between the block's which i can't get rid off.
See this screenshot: Screenshot
Would it be better to use a whole block? That way i would need several meshes in different lenghts...
When i scale the blocks, it seems there is no way to scale the textures on the blocks correctly?
I've also looked at unity cube mesh, but it seems kinda hard to uv map it...
Ok, so it's better to stretch the cubes and tile the textures. Thank you!
I've tried that, but this affects all meshes that are using this material... seem's that's not so useful for ground elements in a platformer?
Personally, as long as the environment isn't dynamic, I would actually model the whole things as one mesh in blender.
Could you accept the right answer?
Answer by TonyLi · Jul 23, 2013 at 06:51 PM
It looks like the vertices aren't snapped perfectly together. If this is the case, you can use vertex snapping to get them to fit perfectly. It's explained at the bottom of the Positioning GameObjects page. In brief, select the Transform tool, select one of the cubes, and hold down the V key. Then select a vertex and click-drag it to a vertex on another cube.
Thanks, it's much easier that way =)
Looks fine now!
What about the performance? Is it ok to use multiple blocks for my game? I'm planning to release my game on mobile platforms. (android + ios)
Yes, multiple blocks are okay. Use as few materials as possible. See the Draw Call Batching page for more details. Also: Practical Guide to Optimization for $$anonymous$$obiles.
Answer by Talantyyr · Jul 23, 2013 at 07:09 PM
Thanks, it's much easier that way =)
Looks fine now!
What about the performance? Is it ok to use multiple blocks for my game? I'm planning to release my game on mobile platforms. (android + ios)
Do not ask questions in answers! Also please don't post comments as answers. If you want to thank someone post a comment, not an answer :)
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