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This question was closed Sep 06, 2013 at 11:15 AM by Jazzer008 for the following reason:

Too subjective and argumentative

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Question by Jazzer008 · Sep 06, 2013 at 01:47 AM · shadercollidervertexdeformationsharedmesh

How do I update the collider mesh based on the shader vertex deformed mesh?

I'm deforming a plane mesh by adjusting vertex positions within a shader. How would I update the collider mesh vertex positions based upon the shader deformations.

I've already tried to grab the new mesh during runtime and feeding it to sharedMesh, but the mesh on the object is not actually deformed, of course, it's only visually displaced using the shader.

Ideas?

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avatar image syclamoth · Sep 06, 2013 at 01:51 AM 0
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Short answer? You can't. Possibly rethink what you are really trying to do here- even if you could do this it would incur a massive performance overhead from submitting a new mesh to physics every frame.

avatar image Jazzer008 · Sep 06, 2013 at 02:01 AM 0
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It's for intial terrain generation, so the mesh would only need to be updated once. Not every frame. :P

avatar image Jazzer008 · Sep 06, 2013 at 02:02 AM 0
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And if you could possibly give me the long answer of why I can't achieve this, I'd be grateful.

avatar image gfgood · Nov 07, 2016 at 11:20 PM 0
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this is essentially the same problem I have - did you ever get it figured out?

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