One Mesh different elements

Hello,

So essentially, what I’m trying to do is have one mesh solely for the purpose of having one draw call to save on performance since the application I’m trying to create is for VR. On top of that, I’m generating the mesh at runtime since the mesh data and how it looks comes from elsewhere. So I’m generated the whole mesh in one go. Now the mesh is one, but I want the elements of that mesh to be accessed separately. So I need opinions as to how I could go about doing that?

What I had in mind was to create a simple box collider around each element which was to be accessed. Kinda like their shells. That way, the mesh could stay one and the colliders could take care of the rest.

Also, please do comment on my approach on the whole VR thing. I’d love to hear for any suggestions and hints as to how to go about improving it if I can. I’m essentially going to load a lot of mesh data and the mesh created would be huge and complex.

Regards,
Ananya

Can you go into more detail on what “accessed” means in this context?

So consider three different cubes. Generic unity primitive cubes. They’re each named as Cube 1, 2 and 3 respectively. Say I click on cube 2, it prints the name of it i.e cube 2 in the console.

Now consider those three cubes again. But this time they’re one mesh. Now I wanna click on one of those cubes and get their names.

Yes, using separate colliders on separate gameobjects would work for you in that instance.