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Question by Caiuse · Oct 02, 2012 at 10:37 PM · meshuvvertextriangles

Understanding verts and triangles in Unity

Im trying to create a complex script which will analyse each of the vertex of a mesh and establish the vertices that are linked to that single vertex.

I was wondering if I took say index 5 through to 10 of a vert array, would taking the same 5 to 10 in a triangle array grab the correct triangle allowing me construct a small section of the original mesh?

Or am I completely misunderstanding the way meshes are constructed in unity?

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avatar image Fattie · Oct 03, 2012 at 08:41 AM 1
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vast discussion of these issues....

http://answers.unity3d.com/questions/193695/in-unity-is-there-a-fast-way-to-find-nearby-triang.html

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Answer by DaveA · Oct 02, 2012 at 11:18 PM

This depends on what you mean by 'taking the same'

The triangle array contains indices into the vertex array. You cannot count on low-numbered vertices to be the first indexed by the triangle array. The first triangle in the array may be: [ 501, 1022, 44, ......

So if you want to take part of a mesh, you should look first to the triangle array. If you want a patch of triangles, you'll need to search the triangle array for matching edges (triangles that share two of the same vertices) and make a list of those.

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avatar image Caiuse · Oct 03, 2012 at 07:19 AM 0
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Thank you I was misunderstanding the way meshes are constructed, it makes sence now!

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