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 TheodoreK98 · Sep 16, 2020 at 08:02 PM · meshverticescombinemeshes

How to combine vertices while removing duplicates AND inheriting connections?

Hello, I'm very new to Unity and C#, and I've been working towards this single task for several days now. I have a map I've taken from pieces of a USGS height-map and converted to a mesh. I've saved both a version with the 28 meshes individually, and one with them together as the same "Mesh" using the "GetComponentsInChildren" method. The problem comes when I try to combine vertices at the edges. I am able to do this but only in a way that moves one edge to another edge, keeping two sets of vertices on top of one another, creating a jagged edge when I apply a material. Is there a way to combine or weld these vertices together without ProBuilder?

Here is my code so far, littered with non functioning attempts as comments.

 using UnityEngine;
 using System.Collections;
 
 
 public class VertComb : MonoBehaviour
 {
 public void CombineVertices(){
 
 Mesh mesh;
 
 Vector3[] vertices; 
 
 
 
 mesh = GetComponent<MeshFilter>().sharedMesh;
 vertices = mesh.vertices;
 //VertexConnection[] connections = new VertexConnection[vertices.Length];
 
 
 for (int i = 0; i < vertices.Length; i++){
    Vector3 curVert = vertices[i]; // get vertex [i]
 
    // compare it to the next vertices:
 
 
      //   var VC1 = connections[i];
      
 
    for (int j = i+1; j < vertices.Length; j++){
      // if any one inside limit distance...
 
           float distancex = Mathf.Abs(curVert.x - vertices[j].x);
           float distancez = Mathf.Abs(curVert.z - vertices[j].z);
      if ((distancex < 0.5f) && (distancez < 0.5f)) {
   //   var VC2 = connections[j];
     // if (VC2 == null)
      //   VC2 = connections[n] = new VertexConnection();
      //   if (VC1== null)
      //   VC1 = connections[i] = new VertexConnection();
      //   VC1.connections.Add(n);
      //   VC2.connections.Add(i);
 
 
        vertices[j] = (curVert); // make it equal to vertex [i]
        
        
        
      }
    }
  }
 
 
 
 mesh.vertices = vertices;
 mesh.RecalculateNormals();
 mesh.RecalculateBounds();
 }
 }
  

Thank you for your help!

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

152 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Alternative Ways of Finding Vertices 2 Answers

How to find the closest 4 verts/corners ( along with their orientation ) of a rectangular object in relationship with another object? 1 Answer

mask one gameObject mesh by another mesh vertex transparency 1 Answer

Mesh SetVertices() vs vertices 2 Answers

Creating a mesh out of a linerenderer - how do you convert revolved vertices set to triangles and uv's 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