I’m trying to use Edelweiss’ Decal System, which, in order to create decals in runtime (bullet impacts and such), needs to read the data of the mesh it’s being projected on.
The problem is that, when using the Unity’s Static Batching feature, all static meshes (sharedMesh from MeshFilter) in the scene become a runtime generated combined mesh, which apparently is not readable, and thus, not usable by the Decal System mesh generator.
I’d like to use the very useful batching feature and at the same time be able to create decals.
A possible solution would be to use the sharedMesh from the MeshCollider, but of course I’m not using a MeshCollider everywhere.
Thanks in advance!