I have a pretty heavy mesh from which I would like to delete a few polygons at runtime. As far as I have understood, the only way to accomplish this is to rebuild the mesh minus the unwanted polygons. Is this really correct? I am hoping that there is some more efficient method to do this than to iterate through the whole mesh and refresh it?
I guess it will be more efficient if you split your model into two and add the “removable” part into another Game Object. Something like this:
My Mega-Zord GameObject
|- Static Mega-Zord Part GameObject
| \- Static Mega-Zord Part Model
\- Removable Mega-Zord Part GameObject
\- Removable Mega-Zort Part Model
This way, you can either delete the desired part or disable it.
EDIT: Trying to make the tree clearer
Thanks for the answer, although it's not relevant as I was referring to dynamically removing polys that are not predefined.
OK. Will continue to search though as on iOS it is a bit of a drain on resources.
– anon21353424