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Question by bastianpethel360 · Oct 26, 2021 at 11:30 PM · meshgeneration

Im making a mesh for a planet, but this happens...

Look at the screenshot down below Here is my code...


using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Planet : MonoBehaviour { [Range(2,256)] public int resolution =10;

 [SerializeField, HideInInspector]
 MeshFilter[] meshFilters;
 TerrainFace[] terrainFaces;

 private void OnValidate()
 {
     Initialize();
     GenerateMesh();
 }

 void Initialize()
 {
     if (meshFilters == null || meshFilters.Length == 0)
     {
         meshFilters = new MeshFilter[6];
     }
    
     terrainFaces = new TerrainFace[6];

     Vector3[] directions = { Vector3.up, Vector3.down, Vector3.left, Vector3.right, Vector3.forward, Vector3.back };

     for (int i = 0; i < 6; i++)
     {
         if (meshFilters[i] == null)
         {
         GameObject meshObj = new GameObject("mesh");
         meshObj.transform.parent = transform;

         meshObj.AddComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Standard"));
         meshFilters[i] = meshObj.AddComponent<MeshFilter>();
         meshFilters[i].sharedMesh = new Mesh();
         }

         terrainFaces[i] = new TerrainFace(meshFilters[i].sharedMesh, resolution, directions[i]);
     }
 }

 void GenerateMesh()
 {
     foreach (TerrainFace face in terrainFaces)
     {
         face.ConstructMesh();
     }
 }

}


using System.Collections; using System.Collections.Generic; using UnityEngine;

public class TerrainFace : MonoBehaviour { Mesh mesh; int resolution; Vector3 localUp; Vector3 axisA; Vector3 axisB;

 public TerrainFace(Mesh mesh, int resolution, Vector3 localUp)
 {
     this.mesh = mesh;
     this.resolution = resolution;
     this.localUp = localUp;

     axisA = new Vector3(localUp.y, localUp.z, localUp.x);
     axisB = Vector3.Cross(localUp, axisA);
 }

 public void ConstructMesh()
 {
     Vector3[] vertices = new Vector3[resolution * resolution];
     int[] triangles = new int[(resolution - 1) * (resolution - 1) * 6];
     int triIndex = 0;

     for (int y = 0; y < resolution; y++)
     {
         for (int x = 0; x < resolution; x++)
         {
             int i = x + y * resolution;
             Vector2 percent = new Vector2(x, y) / (resolution - 1);
             Vector3 pointOnUnitCube = localUp + (percent.x - .5f) * 2 * axisA + (percent.y - 5f) * axisB;
             Vector3 pointOnUnitSphere = pointOnUnitCube.normalized;
             vertices[i] = pointOnUnitSphere;

             if (x != resolution - 1 && y != resolution - 1)
             {
                 triangles[triIndex] = i;
                 triangles[triIndex + 1] = i + resolution + 1;
                 triangles[triIndex + 2] = i + resolution;

                 triangles[triIndex + 3] = i;
                 triangles[triIndex + 4] = i + 1;
                 triangles[triIndex + 5] = i + resolution + 1;
                 triIndex += 6;
             }
         }
     }
     mesh.Clear();
     mesh.vertices = vertices;
     mesh.triangles = triangles;
     mesh.RecalculateNormals();
 }

}

screenshot-2021-10-26-192914.png (29.2 kB)
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