I tried to import a spline circle from 3ds Max but it becomes a polygon in Unity. Is there a way to do it?
Unity converts splines in models to polygons. I believe there are various packages on asset store that will give you more control over the spline tessellation (how its converted into a mesh that can be rendered). However I don’t believe anyone have added support for real-time DX11 spline tessellation yet, though it should be possible if you’re inclined in that direction. If what you want is splines for paths then there are many packages on the asset store that will do the trick.
Thanks, I just wanted the circles to show in game like basic wireframe. I’m making 3d atoms so the circles are just to display the electron orbits. I only need to display basic lines as I’m not using any lights. I converted the spline (in max) into really thin polygonal doughnut shapes for a temp work around with the self-ilumin shader. I’m sure wireframe type lines would cost nothing to render though.
You might consider Vectrosity for that. I made it precisely for this sort of thing, since the built-in linerenderer has too many limitations.
–Eric
These are great suggestions. Thanks