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Question by rcg · Apr 13, 2011 at 03:13 AM · meshproceduralvertices

reading vertices from a mesh always returns Vector3.zero

I'm trying to read the vertices from a mesh that I've imported into my scene from an fbx file.

Something like this:

public MeshFilter MyMesh;
.
.
.
    for (int i=0; i<MyMesh.sharedMesh.vertices.Length; i++)
    {
        Debug.Log("Vertex #"+i + " "+MyMesh.sharedMesh.vertices[i]);
    }

The mesh renders fine in the scene, and I print the correct number of vertices, but they always come out as (0,0,0).

Any ideas what I'm doing wrong?

Thanks.

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Answer by rcg · Apr 13, 2011 at 03:46 AM

OK, I'm an idiot...great first post :) The sizes were smaller than the precision of the Vector3 string printing. Doesn't solve my real problem, but gets me past this false alarm. nothing to see here...

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Answer by rcg · Apr 13, 2011 at 04:24 AM

In the interest of making up for my stupid question I'll post what ended up being the real problem, and the solution I found for it (although I'm still not sure why the solution was necessary).

I was trying to create a SkinnedMeshRenderer from a mesh template imported from an fbx file. I have hundreds of these in my scene, and to try and improve performance I wanted to procedurally generate a skinned mesh with one bone for each instance of the template I wanted in the scene.

I was following the example here:

http://unity3d.com/support/documentation/ScriptReference/Mesh-bindposes.html?from=SkinnedMeshRenderer

But when I tried to do the following:

Mesh mesh = new Mesh();
mesh.vertices = new Vector3[TileMesh.sharedMesh.vertices.Length];
for (int i=0; i<TileMesh.sharedMesh.vertices.Length; i++)
{
    mesh.vertices[i] = TileMesh.sharedMesh.vertices[i];
}

The values in mesh.vertices remained (0,0,0).

For whatever reason this (below) ended up working and fixing my problem. Perhaps it's because mesh.vertices is a read only property, I don't know. If that was the case I would have expected a compile error...but it's working now so I'm happy.

Mesh mesh = new Mesh();
Vector3 [] vertices = new Vector3[TileMesh.sharedMesh.vertices.Length];
for (int i=0; i<TileMesh.sharedMesh.vertices.Length; i++)
{
    vertices[i] = TileMesh.sharedMesh.vertices[i];
}
mesh.vertices = vertices;

Still curious why I had to do this, but maybe this will help someone else in the future.

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avatar image Eric5h5 · Apr 13, 2011 at 04:59 AM 0
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The docs for the $$anonymous$$esh class actually tell you to do that, and as the $$anonymous$$esh.vertices docs say, it returns a copy of the vertices. In other words, it's not a reference to the actual vertices (probably because it has to be uploaded to VRA$$anonymous$$ when you assign it back).

avatar image rcg · Apr 13, 2011 at 05:37 AM 0
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Thanks for the info.

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