Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 SRohde · Aug 29, 2018 at 02:47 PM · meshmeshcolliderprocedural meshcuttingsplitting

Splitting a Mesh into Submeshes

I am currently trying to modify meshes in runtime and therefore also updating their colliders at runtime.

Since I am using rather big meshes I was wondering whether it is possible to split an existing mesh (either within Unity or beforehand manually somehow) into multiple submeshes - sorted by "connection" of triangles. This way I could probably achieve a much higher performance since I would not have to modify the "whole" mesh but smaller parts of it.

In Unity 5.6 and older there already was a vertice limit of 65535 which made Unity split the mesh automatically but without paying attention to connected triangles or so and therefore not too useful.

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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Ermiq · Aug 29, 2018 at 03:46 PM

I doubt one could split meshes right inside Unity.
You need to use 3D modeling software to do that. For example, here's how you could do that in Blender (selecting different parts and making them separated meshes is starting from 6:25): https://www.youtube.com/watch?v=vUgQcSkFWBU&t=600s

Comment
Add comment · Show 2 · 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
avatar image SRohde · Sep 04, 2018 at 07:35 AM 0
Share

Yeah I've worked with Blender before to modify meshes. I just hoped that it might be possible to do so automatically within Unity for different meshes. I will try modifying it within Blender for now and see whether that helps performance-wise. Thanks though, I appreciate your help!

avatar image Carterryan1990 · Mar 26, 2019 at 04:57 PM 0
Share

You absolutely can split meshes.. You could build a 3D $$anonymous$$odeling application with unity. Unity is fully capable of doing practically anything you could imagine. =]

avatar image
0

Answer by myzzie · Sep 04, 2018 at 07:44 AM

https://answers.unity.com/questions/312492/submesh-creation-from-script.html

Shouldn't this answer your question?

Comment
Add comment · Show 3 · 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
avatar image SRohde · Sep 04, 2018 at 11:44 AM 0
Share

Thanks, in general this would answer the question regarding the overall creation of submeshes, yes.

Splitting the mesh randomly is not that much of a problem, but I am not sure yet on how to split it with regards to the triangles order/position to always have fully connected meshes (e.g. seperating the mesh into 5 submeshes of equal size from left to right with the intersections for$$anonymous$$g planes inbetween to always have a closed hull).

avatar image myzzie SRohde · Sep 04, 2018 at 03:05 PM 0
Share

As stated in the link above, what you're talking about is not submeshes, but multiple meshes in children.

$$anonymous$$ay I ask what this mesh resembles?

avatar image SRohde myzzie · Sep 05, 2018 at 07:54 AM 0
Share

Ah yes, sorry. I kind of just assumed that it was still called submeshes. What I want is the original mesh split into multiple seperate meshes that can be seen as single gameobjects in general.

The mesh shall resemble anatomical structures, especially organs, venes and other tissue. I am trying to modify these models in runtime and therefore have to adjust their colliders as well. The collider calculation for high-res meshes is quite costly though.

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

102 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

Related Questions

Weird bounce on collision with perfectly aligned (generated) meshes for fast object 3 Answers

Questions about render distance in an open world game 0 Answers

Cutting simple plane with a line (~2D) 2 Answers

Breakdown non-convex complex Meshes to Convex parts 2 Answers

Splitting a 3D ball into 2 little balls 0 Answers


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