I use the following code to generate a Cube as a single mesh. My purpose is to generate a sphere from it by normalizing as I have shown in the commented line (I just have to do that to all those statements in the following lines). The problem here is that the mesh changes from a cube to a flat plane as I keep increasing the resolution (parameter given as public int resolution
).
(This code was inspired by this video https://youtu.be/QN39W020LqU . But I am using the technique in my own way as given by the following code, so that I can generate a single mesh instead of a combination of 6 meshes, this is required for my work)
[code=CSharp]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Sc_Planet : MonoBehaviour
{
[Range(2, 512)]
public int resolution = 2;
[Range(2, 256)]
public int radius = 10;
MeshFilter meshFilter;
void OnValidate()
{
Initialize();
}
void Initialize()
{
if (meshFilter == null)
{
GameObject meshObj = new GameObject("mesh_Planet");
meshObj.transform.parent = transform;
meshObj.AddComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Standard"));
meshFilter = meshObj.AddComponent<MeshFilter>();
meshFilter.sharedMesh = new Mesh();
}
int xmax = resolution + 1;
int ymax = resolution + 1;
float dx = 1.0f / resolution;
float dy = 1.0f / resolution;
Vector3[] vertsTop = new Vector3[xmax * ymax];
Vector3[] vertsRight = new Vector3[xmax * ymax];
Vector3[] vertsFront = new Vector3[xmax * ymax];
Vector3[] vertsBottom = new Vector3[xmax * ymax];
Vector3[] vertsLeft = new Vector3[xmax * ymax];
Vector3[] vertsBack = new Vector3[xmax * ymax];
for (int y = 0; y < ymax; y++)
{
for (int x = 0; x < xmax; x++)
{
float px = dx * x - 0.5f;
float py = dy * y - 0.5f;
int t = x + y * xmax;
//vertsTop[t] = new Vector3(py, 0.5f, px).normalized * radius;
vertsTop[t] = new Vector3(py, 0.5f, px);
vertsRight[t] = new Vector3(px, py, 0.5f);
vertsFront[t] = new Vector3(0.5f, px, py);
vertsBottom[t] = new Vector3(px, -0.5f, py);
vertsLeft[t] = new Vector3(py, px, -0.5f);
vertsBack[t] = new Vector3(-0.5f, py, px);
}
}
List<int> trianglesList = new List<int>();
for (int y = 0; y < ymax - 1; ++y)
{
for (int x = 0; x < xmax; ++x)
{
if (x % xmax != xmax - 1)
{
int f = x + y * xmax;
trianglesList.Add(f);
trianglesList.Add(f + 1);
trianglesList.Add(f + 1 + xmax);
trianglesList.Add(f);
trianglesList.Add(f + 1 + xmax);
trianglesList.Add(f + xmax);
}
}
}
List<Vector3> verts = new List<Vector3>();
Dictionary<Vector3, int> vdict = new Dictionary<Vector3, int>();
List<int> triangles = new List<int>();
int nextIndex = 0;
void addFace(Vector3 [] in_verts, List<int> in_triangles)
{
for(int i = 0; i < in_verts.Length; ++i)
{
if (!vdict.ContainsKey(in_verts[i]))
{
vdict.Add(in_verts[i], nextIndex);
verts.Add(in_verts[i]);
++nextIndex;
}
}
for(int i = 0; i < in_triangles.Count; ++i)
{
triangles.Add(vdict[in_verts[in_triangles[i]]]);
}
}
addFace(vertsTop, trianglesList);
addFace(vertsRight, trianglesList);
addFace(vertsFront, trianglesList);
addFace(vertsBottom, trianglesList);
addFace(vertsLeft, trianglesList);
addFace(vertsBack, trianglesList);
var mesh = meshFilter.sharedMesh;
mesh.Clear();
mesh.vertices = verts.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
}
}
[/code]
This code works in Blender (I used python to script it on Blender and it works very well for any resolution). The only problem is that when I use this in Unity, the meshes become weird as I have shown in the images I have attached below.
Why is this happening? How should I correct it?
(I have also posted this in unity forums: Why cube mesh becomes a plane when in high resolution? )
Ok I found the answer. This is exceeding the limit of vertices on unity api for 16-bit based meshes. I had to change it to a 32-bit indexed mesh to correct it.
Details are in this docuemntaiton page : https://docs.unity3d.com/ScriptReference/Rendering.IndexFormat.html?_ga=2.9556401.501737799.1635227368-67181881.1629608252
I just had to add the code :
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
That was it.
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