MESH GENERATION in Unity - Basics
Why Stack Overflow recommends it
Stack Overflow users link it when answering or asking about procedural mesh generation in Unity, such as triangle winding, vertex setup and building voxel-style chunks.
Recommended by 3 people across 3 different months, 2020 to 2024.
What it is
A short Brackeys tutorial on generating meshes from code in Unity. It covers building vertex and triangle arrays, assigning them to a Mesh, and getting a simple custom object to render. Presented in Brackeys' usual screen-recorded, step-by-step style.
What people said
Recommends Apoqlite · 2020-11 · Stack Overflow · on “How do I turn a flattened 3d array of vertices to a array of triangles?”
Hello I'm using Unity and C# along with the Mesh renderer and filter to simulate a chunk of 16*16*256 (a Minecraft chunk). Following the following video [this video] as a guide. I have 3 constants : Globals.CHUNK_X (shortened to W) Globals.CHUNK_Y (H) Globals.CHUNK_Z (D) I also have a function Globals.c3to1(x, y, z) which converts a 3d index to a 1d index in a (W+1)*(H+1)*(D+1) array of vertices by returning the following (H+1) * (W+1) * z + (W+1) * y + x . I arranged my vertices in a 1d array of dimensions (W+1)*(H+1)*(D+1) called vertices such that vertices[c3to1(x, y, z)] = (x, y, z) . Now that I have my vertices how do I go along getting all the triangles into an array. I have created a for l
Recommends enots227 · 2021-01 · Stack Overflow · on “How to get vertex colors working in Unity project?”
I figured it out with the help of this YT tutorial [this video] . I was rendering the triangles on the opposite side of where my camera was directed at. Merely changed the order of the triangle indexes. triangles[tOffset] = vOffset; triangles[tOffset + 1] = vOffset + 2; triangles[tOffset + 2] = vOffset + 3; triangles[tOffset + 3] = vOffset + 2; triangles[tOffset + 4] = vOffset + 1; triangles[tOffset + 5] = vOffset + 3;
Recommends TSDrake · 2024-08 · Stack Overflow · on “How to make the radius of a 3D pipe bigger without changing its thickness in unity”
To do objects like this you may need to do a mesh generation script with some parameters as: Height (float) Radius (float) Thick (float) HeightCuts (int) LoopCuts (int) For the code and understand it better i sugest to view as always some Brackeys video: [this video]