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Multiple MeshFilters for a GameObject

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I have a Ribbon object, which I am creating dynamically and appending quads to it's mesh each frame. In order for it to remain visible as it twist due to backface-culling I have to have two meshes one with the normals facing one direction, and one with the normals facing the opposite direction (front/back). Is it possible to have two meshes for one game object? Here's how the mesh is created for reference: mesh = new Mesh(); filter = GetComponent(); filter.mesh = mesh; vertices = new Vector3[ len * 4 ]; vertices[0] = new Vector3(0, 0, 0); vertices[1] = new Vector3(width, 0, 0); vertices[2] = new Vector3(0, height, 0); vertices[3] = new Vector3(width, height, 0); mesh.vertices = vertices; // Create two triangles pointing using the vertices array index positions triangles = new int[ len * 6 ]; // 1 triangles[0] = 0; triangles[1] = 2; triangles[2] = 1; // 2 triangles[3] = 2; triangles[4] = 3; triangles[5] = 1; mesh.triangles = triangles; // Create the normals all pointing outward normals = new Vector3[ len * 4]; normals[0] = -Vector3.forward; normals[1] = -Vector3.forward; normals[2] = -Vector3.forward; normals[3] = -Vector3.forward; mesh.normals = normals; // Create UV's at each corner uvs = new Vector2[ len * 4]; uvs[0] = new Vector2(0, 0); uvs[1] = new Vector2(1, 0); uvs[2] = new Vector2(0, 1); uvs[3] = new Vector2(1, 1); mesh.uv = uvs;

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