Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by liorplayim · Feb 01, 2015 at 02:29 PM · c#meshtransparencypaintcolor32

Making a mesh transparent

Hi everyone, I'm trying to make a scenario in which the user touches the screen and unveil a another image. For example, applying a face-cream on the character face. The user needs to drag his finger (or mouse) over the face in order to apply cream on it.

One solution I got was to make a "cream" image layer on top of the "base object" (face), and play with its mesh colors (so this mechanic could work with both 2d and 3d, as long as using meshes). The problem is when i'm trying to "reset" this mesh into transparent when the scene starts. Usually it functions OK, but after I restart unity , it won't always reset.

This function is called on scene awake (sometimes works, sometimes not):

 private void ResetMeshColors(MeshFilter tempMesh)
     {
         Color32[] colors = tempMesh.mesh.colors32;
         for (int i = 0; i < colors.Length; i++)
         {
             colors[i] = new Color32(255, 255, 255, 0);
         }
         tempMesh.mesh.colors32 = colors;
         Debug.Log ("Reset the cream to transparent");  
     }



Here is the rest of the code. It's using a radius and the meshes game objects, and synced to another script that check if the mesh is transparent or not. It works great, but it fails when the reset has failed on startup.

 void Update () {
     if (Input.GetButton("Fire1"))
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);    
         if (Physics.Raycast(ray , out hit))                               
         {
             if (hit.collider != null)                                   
             {
                 MeshFilter targetMeshFilter = hit.collider.GetComponent<MeshFilter>();
                 if (targetMeshFilter.mesh != null)       
                 {
                         PaintMeshVertices(hit.transform, targetMeshFilter.mesh, hit.point, Color.white);                
                 }
             }
         }
     }
 }

 

 private void PaintMeshVertices(Transform paintTransform, Mesh paintTarget, Vector3 originPoint, Color colorX)
 {
     Color32[] colors = paintTarget.colors32;                  
     Vector3[] vertices = paintTarget.vertices;                     
 
     bool any = false;
     for (int i = 0; i < vertices.Length; i++)                 
     {
         Vector3 vertexInWorld = paintTransform.TransformPoint(vertices[i]);     
         if (Vector3.Distance(vertexInWorld, originPoint) <= _paintRadius)    
         {
             colors[i] = colorX;            
             any = true;                      
         }
     }
 
     // assign the colors (position + values) to the mesh to apply the paint (only if changes (bool "any") were made at all)
     if (any)
     {
         paintTarget.colors32 = colors;
     }
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image VesuvianPrime · Feb 01, 2015 at 03:25 PM 0
Share

Can you post the Awake method?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by liorplayim · Feb 02, 2015 at 08:00 AM

 void Awake () 
 {
     ResetMeshColors(_creamFace);    //sending the CreamFace mesh object to the function        
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Spawned Object Gradient Mesh Colors? 2 Answers

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

How do I sync a mesh over network? (Photon) 1 Answer

Front of mesh is more transparent than back of mesh 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges