Hi,
I have a character which I modeled in Blender and I need to take certain part of that mesh (vertices are not connected) and make it a submesh, so I can assign a transparent material to it. From the docs I understand that I need to use the SetTriangles() function, but I don’t know how to get the triangles list.
Is there a way to “visually” split my mesh into submeshes or something? Maybe create vertex/triangle groups in Blender first?
End goal:
I need to do this because some of my character’s mesh needs to be transparent, set by a texture, but when I apply transparent material to the whole character it’s really messed up. Different body parts intersect and are being rendered as transparent, even though the texture at that location is solid.
Just add 2 materials on the model in blender and assign the second one to the transparent parts. In Unity you can then use 2 materials, one for the solid part and one for the transparent one. You don't need to do this via scripts (and it would probably be too hard)
– Benproductions1Worked perfectly, post it as an answer if you want so I can accept it.
– dyankov