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Questions tagged [dynamic-mesh]

2 votes
0 answers
402 views

I want to add LED strips to objects at runtime. The led strip is a very simple rectangular mesh that is generated at runtime. A shader then just draws LEDs down the length of the strip. Here is an ...
Charl Cillie's user avatar
0 votes
1 answer
694 views

I'm attempting to create a mesh using compute buffers in Unity(2022.2.11). So far I've got the mesh rendering however parts of it periodically flicker frame to frame. I'm assuming I've done something ...
Hex Crown's user avatar
0 votes
0 answers
506 views

I am working on a mobile game, in which I am tiling a cylindrical mesh along a dynamic spline. The points of the spline are changing each frame, so the vertex positions and normals of the tiled mesh ...
starikcetin's user avatar
  • 5,333
1 vote
0 answers
101 views

So I was able to generate a circle mesh in Unity to basically see the other characters when they are inside of it, and hide the characters when they are outside of it, and partially hide and show the ...
Blogy Junky's user avatar
1 vote
1 answer
2k views

So I am making a 3D batchrenderer for my engine, and the basic concept is that we make large enough VBO and IBO to accompany all the vertex data(positions, normals, uv etc.) and update the VBO using <...
Pikachuxxx's user avatar
0 votes
0 answers
193 views

This is a follow-up to this question. The geometry shader is performing fantastically, but now I've lost the ability to display more than one tile type at once (the last one in the visible array is ...
Casey's user avatar
  • 2,095
0 votes
1 answer
485 views

For practice, I'm writing a Rogue-like. In order to speed up tile rendering I have a dynamic Mesh/MeshBuilder that collects all the vertices of the visible tiles' quads (4 vertices per tile: position, ...
Casey's user avatar
  • 2,095
1 vote
0 answers
155 views

I'm looking to create very large planetary terrain meshes. The most efficient and researched methodology I've seen so far was the ROAM 2.0 Method. However, this was written and published in 2005. Does ...
Jee's user avatar
  • 111
16 votes
1 answer
3k views

I am creating a nail salon 3D game where I need to implement nail filing mechanics. I have tried out approaches including mesh deformation but I'm concerned about performance as I am targeting mobile ...
Syed Munim Raza's user avatar
1 vote
1 answer
1k views

I'm trying to ascertain the appropriate order of vertices for the face of a mesh that is programmatically created. Currently the face is always a quadrangle, but eventually a face can consist of any ...
Jesse Williams's user avatar
1 vote
1 answer
2k views

I am working on a Unity project where I have 3 models: a stacked, rounded wall (think logs), a flat wall (think bricks), and a door. The door has an animation to open / close itself, and when it's ...
Raven Dreamer's user avatar
1 vote
1 answer
1k views

The documentation says that mesh.normals are assigned to vertices, not triangles. I've got a somewhat detailed mesh where faces are joining at right angles. If I ...
Chuck's user avatar
  • 249
1 vote
1 answer
1k views

I Cannot use Water waves as P and S Waves are different than water waves. I tried to use it but not satisfied with the result. I am trying to simulate how Earthquake takes place in real time which you ...
Kartik Shah's user avatar
0 votes
0 answers
872 views

I want to create a plugin which shatters/fractures meshes, so I can make every object destructible if I want to. Like in Unreal's built-in feature. My quick approach to this problem is randomly ...
Tudvari's user avatar
  • 801
1 vote
3 answers
194 views

In Unity I currently have a script that allows me to "grab" a vertex, move it, and then update the mesh accordingly. How would I grab a line (which is basically grabbing two vertices I think) and move ...
ElectricBoogaloo Pt. 2's user avatar

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