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Dynamic Mesh - Multiple Meshes
Hello,
I'm learning how to build dynamic mesh. And I've found out that a mesh can have no more than 65,000 vertices.
So what would be the best option for a mesh that may want more than that? I've read that I can just create another mesh, and adjust those vertices accordingly. Fine.
What about sub-mesh? What can I achieve with that?
If I do have multiple meshes, then whats the best principle to actually combine them when creating dynamic mesh on the run?
The idea is that I have a data feed coming into Unity telling me about some geometry. I want to convert this data feed into a real-time mesh - however the feed is very high resolution, and I want to use all that resolution (for now) which requires more than 65,000 vertices of mesh.
Thanks.
Submeshes are only for using different materials on the same mesh. If using multiple meshes for terrain of environments, it's commonly called chunks. I don't see why multiple meshes (chunks) would be combined if the initial reason the use chunks is the vertex limit.
Thank you - Sorry, I mean't combined in terms of scripting. With one $$anonymous$$esh, I can just use a row / col loop to change the geometry. How would one achieve this with multiple meshes? Thanks.
The same, but as an additional step you first have to find out which mesh you need to access. So maybe a voxel-based terrain (doesn't have to actually be blocks, but at least have the cell structure) is 100x100x100, and each chunk is 10x10x10, so you might have one array [100,100,100] for the cell information and another array [10,10,10] that holds references to each chunk. That makes it easy to find out which chunk corresponds to which cell.
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