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Question by
Stuarttheboy11 · Mar 07, 2020 at 10:53 PM ·
waterrealtimemesh renderer
how do I make the mesh renderer script create smooth movement in realtime?
I created a mesh renderer and thought it would be a fun idea to have randomized land for my low poly game(NOPE) so i scraped using it and was about to chuck it out. I realized i needed water but unfortunately I dont know how to make it so that the mesh renderer script will create movement in real time. can anyone help me out with this? I added comments this time.
[RequireComponent(typeof(MeshFilter))] public class MeshGen : MonoBehaviour {
Mesh mesh;
Vector3[] vertices;
int[] triangles;
public int xSize = 600;
public int zSize = 600;
void Start()
{
// creates mesh components needed
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
GetComponent<MeshCollider>().sharedMesh = mesh;
}
void CreateShape()
{
// creates the vertices
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
for (int i = 0, z = 0; z <= zSize; z++)
{
for (int x = 0; x <= xSize; x++)
{
// this is the part that I think needs to be updated in realtime so that movement can be seen in the game
// this part creates the slops and divots.
float y = Mathf.PerlinNoise(x * 0.12f, z * 0.12f) * 1f;
vertices[i] = new Vector3(x, y, z);
i++;
}
}
// creates the triangles that attaches to the vertices
triangles = new int[xSize * zSize * 6];
int vert = 0;
int tri = 0;
for (int z = 0; z < zSize; z++)
{
for (int x = 0; x < zSize; x++)
{
triangles[tri + 0] = vert + 0;
triangles[tri + 1] = vert + xSize + 1;
triangles[tri + 2] = vert + 1;
triangles[tri + 3] = vert + 1;
triangles[tri + 4] = vert + xSize + 1;
triangles[tri + 5] = vert + xSize + 2;
vert++;
tri += 6;
}
vert++;
}
}
void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
}
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