l’ve been trying to develop a runtime 3d modeling
tool. What your thoughts on difficulty and whether
you to understand some more advanced
mathematics topics? Also I’m using probuilder scripting api and I’m struggling to implement loopcuts. This is a video of my current progress.
First: this has been done before. If you look around I’m sure you’ll find 3d modeling tools of varying usefulness made for Unity. Just in case the need for such a tool is greater than the desire to build it yourself.
Some time ago I laid the foundation for a jobified mesh editing framework dubbed GMesh, based on Blender’s BMesh data model. It doesn’t currently support many (or any? can’t remember) mesh editing operations though. Look at the technical documentation for BMesh to see what’s necessary to make a mesh editable.
It isn’t sufficient to work with vertices alone, you need all the extra information about faces, edges and loops to be able to write Euler operations for modifying the mesh. There are only 6 euler operations required to enable every possible mesh editing operation - although these operations are mandatory for any editing tool, they are also very primitive and require sophisticated algorithms using Euler operations in order to perform more complex tasks a user has come to expect, such as tesselation, extrusion, merging meshes, and so on.
I believe ProBuilder is capable of handling a lot of editing operations but I have no idea if the runtime API does offer you all of these possibilities. If you have been testing your work in the editor only, make a build to see if this actually works at runtime. In playmode, you’re technically still in the editor and thus editor-only APIs still function for the most part but will cause errors trying to make a build.
Hi, thanks for your feedback. This is all done in runtime and I’m used probuilder api and I’ve been using probuilder scripting api for a while now and I’m starting to think they don’t offer enough helper methods and properties to make a complete 3d modeling software but I could be wrong. I’m still experimenting. But, getting quad shaders that update with editing of mesh is difficult. But, I’ve seen 3d modeling software that has been made in unity. I’m also struggling with loop cuts.
Correct, because the purpose was never to be a complete modeling package. It’s solely intended for prototyping in the style of grayboxing which is typically simple shapes with little to no texturing.