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Question by gulle909 · Aug 10, 2019 at 03:29 PM · shadermaterialsharedmaterialsharedmesh

Problem with possibly shared meshes

I can't figure out why my problem occurs. It isn't necessarily a problem with shared meshed. I have followed a tutorial by Sebastian Lague on how to make procedually generated planets. (link: https://www.youtube.com/watch?v=OULxvDLojic&t=)

My problem is that I cannot have multiple planets at the same time, with different settings (using ScriptableObject). I've tried making individual materials and shaders for the other planet, but with no luck. When a planet is generated, the other one follows.

Bellow, I've pasted the main script that generates the planet. The sphere is made from a box. I don't really know what to do. Does anyone have a suggestion?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Planet : MonoBehaviour
 {
 
     [Range(2, 256)]
     public int resolution = 10;
     public bool autoUpdate = true;
     public enum FaceRenderMask { All, Top, Bottom, Left, Right, Front, Back };
     public FaceRenderMask faceRenderMask;
 
     public ShapeSettings shapeSettings;
     public ColorSettings colorSettings;
 
     [HideInInspector]
     public bool shapeSettingsFoldout;
     [HideInInspector]
     public bool colorSettingsFoldout;
 
     ShapeGenerator shapeGenerator = new ShapeGenerator();
     ColorGenerator colorGenerator = new ColorGenerator();
 
     [SerializeField, HideInInspector]
     MeshFilter[] meshFilters;
     TerrainFace[] terrainFaces;
 
 
     void Initialize()
     {
         shapeGenerator.UpdateSettings(shapeSettings);
         colorGenerator.UpdateSettings(colorSettings);
 
         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>();
                 meshFilters[i] = meshObj.AddComponent<MeshFilter>();
                 meshFilters[i].sharedMesh = new Mesh();
             }
             meshFilters[i].GetComponent<MeshRenderer>().sharedMaterial = colorSettings.planetMaterial;
 
             terrainFaces[i] = new TerrainFace(shapeGenerator, meshFilters[i].sharedMesh, resolution, directions[i]);
             bool renderFace = faceRenderMask == FaceRenderMask.All || (int)faceRenderMask - 1 == i;
             meshFilters[i].gameObject.SetActive(renderFace);
         }
     }
 
     public void Start() {
         GeneratePlanet();
     }
 
     public void GeneratePlanet()
     {
         Initialize();
         GenerateMesh();
         GenerateColors();
     }
 
     public void OnShapeSettingsUpdated()
     {
         if (autoUpdate)
         {
             Initialize();
             GenerateMesh();
         }
     }
 
     public void OnColorSettingsUpdated()
     {
         if (autoUpdate)
         {
             Initialize();
             GenerateColors();
         }
     }
 
     void GenerateMesh()
     {
         for (int i = 0; i < 6; i++)
         {
             if (meshFilters[i].gameObject.activeSelf)
             {
                 terrainFaces[i].ConstructMesh();
             }
         }
 
         colorGenerator.UpdateElevation(shapeGenerator.elevationMinMax);
     }
 
     void GenerateColors()
     {
         colorGenerator.UpdateColors();
         for (int i = 0; i < 6; i++)
         {
             if (meshFilters[i].gameObject.activeSelf)
             {
                 terrainFaces[i].UpdateUVs(colorGenerator);
             }
         }
     }
 }
 
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