Dynamic Mesh - Vertex Selection for ingame or editor modification

Dynamic Mesh System

Description
Dynamic Mesh System is a tool that allows you to easily select and move the vertices of the mesh in the editor or in-game. it builds the vertices of the mesh into empty game objects that you can move and select inside the editor and then click “Update Mesh” or enable the “Real-Time Update” button to modify the mesh in realtime in the editor, you can also move the empty game objects with your scripts in real time inside the game and use “UpdateMesh()”, this allows you to make vertex selections to modify during runtime.
So you can make a script that moves a game object then drag and drop the empty vertex game object to your script and start the game.

Asset Store

Warning: Until further updates please remember to turn of Real-Time Editor Update before entering into the game mode , it is meant for use in the editor mode only. Use UpdateMesh() after you move the game objects for ingame mesh update.

editing / moving the mesh vertices position directly in the unity 3d editor

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Hello,

This is perfect for what I need.

Is the issue fixed with using the Real Time editing in game?

great job!

Can you modify the Unity Box Collider or Sphere Collider, or does it come with basic shapes (like box, sphere, pyramid) that can be used and modified?

BTW your website is blank: http://lions4.co.nr/

Need help, please!

I have a problem with saving modified mesh,
am I doing something wrong:

  • add Dynamic Mesh component to imported mesh

  • Build Arrays

  • Real-Time Update ON

  • modify vertex

  • Real-Time Update OFF

  • Update mesh

  • Clear (tried without this step also)

  • Save scene

  • Reload scene → original mesh - not modified

Still alive?:face_with_spiral_eyes:

Add a MeshCollider component on the gameobject and a small script to copy the modified mesh.
Here the script :wink:

using UnityEngine;
using System.Collections;

public class UpdateMeshCollider : MonoBehaviour {

MeshFilter m_mf;
MeshCollider m_mc;

// Use this for initialization
void Start () {

m_mf = GetComponent ();
m_mc = GetComponent ();

}

// Update is called once per frame
void FixedUpdate () {

m_mc.sharedMesh = m_mf.mesh;

}
}

can it modify circles??

Here a new competitor : https://www.assetstore.unity3d.com/en/#!/content/47061

Does this work for Unity 5.3?

Any update on this technique?