I’m developping a minecraft like game, with a voxel terrain.
I use cubes with specifics UV’s (set in blender).
The mesh perfectly import in Unity as excepted.
But, when I try to combine those cubes together, the resulting mesh go out empty…
If I use Unity’s default cube, it work perfectly !
The problem seems to come from my mesh… I even tried to create a basic cube in blender, with nothing special, but it still doesn’t work !
Nothing special about Blender meshes, there must just be something not quite hooked up right in your setup.
You’re welcome to see an example of it in my MakeGeo project.
Open up the scene TestExampleCombinerImproved
That icosphere was made in Blender, but exported as an FBX. Export as FBX is NOT a requirement, as long as you meet all the other “works with Blender directly” criteria.
If you like add you own Blender item (multiple materials supported) to that project, put it beside the other shapes on that scene to be combined in the above test scene and press PLAY.
But I really don’t see where my setup could be wrong…
I use Exactly the same protocol :
I have a block-prefab, to store informations and the mesh, with its material ;
My script basiclly recover meshes from all the block-prefabs MeshFilters, then adds it to a MeshCombiner script ;
The MeshCombiner combine all the blocks into one mesh ;
The only thing that changes is the mesh, referenced in my bloc prefab’s MeshFilter…
If i put the Unity’s Cube, everything works fine ; If I put mine, or any other blender file, it doesn’t work anymore…
The only thing that changes is this field !
Maybe that’s related to the nature of the asset ? Unity’s Cube is stored in a special folder i guess
Over the years, 100% of textures have needed to be marked as read/write to read pixels.
But for meshes, it only seems to be a tiny fraction… I dunno if that’s a bug or something else, but MOST meshes that I import are readable, sometimes even if they are NOT read/write enabled, but every so often you get one that isn’t.
So something’s going on there. Not sure what. Maybe it only truly blocks you reading it if Unity does the “optimize” step to change your mesh into something else by dropping unused verts? Not sure.