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New vertex limit of 131000 vertices per mesh?
my procedural object adds vertices until it goes over 65k vertices, and i expect an error message at that stage, and the mesh to dissapear, but there is no error message and the mesh is visible with more than the limit of vertices and triangles.
what is happening?
edit: i waited longer and it crashes @ 131k vtx.

changing compression settings requires reimporting the model
i optimised the code so that it goes beyond 120 000 vertices , and unity crashes the mesh at 131k vertices... with the message that the mesh can only have 65k vertices.
please explaining these strange unidentified phenomenon everybody people.
Is it possible that half of your indicies are in one array and the other half are in another array? You can have a maximum of 65534 vertices per object and having 131000 before the crash could mean you have two arrays of vertices, 65534 + 65534 = 131068 ~= 131000.
Answer by frogsbo · Mar 12, 2014 at 08:21 AM
Aha @ Ed Unity...Thankyou, you have probably come up with the reason for the answer. I'm using just once vertices[] array to read and write mesh.vertices, but i am resizing vertices,triangles,uv's,normals it with System.Array.Resize , which copies old array makes a new one of any size, and copies old data to new array. it probably does it in some kind of System thingy which means that unity doesnt notice the array size is too big until it's 130k, so it's a kind of hack in effect. :)
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