Is there any way to stitch terrains/mesh together through scripts? I know that there is a tool called stitchscape but I am unable to buy it. I need a way to stitch my terrains/meshes together so that i can destroy and load them during runtime to optimize performance. I DO NOT have unity pro so I cannot use asset bundles or async to achieve this. I know that i can use Terrain.SetNeighbors() to set up terrains so that their LODs match up but from my understanding they dont do anything to line up edges. I understand that stitching terrains could be different as opposed to meshes, but if anyone knows anything about either one, any help is appreciated! Please help.
I really hate to push my own questions but I am a one-person team. I cannot make any other progress without resolving this issue so if anyone has any information that could help me please post a reply. Thank you in advance!
terrains are no meshes.
While you can stitch terrains together through going through their heightmap data and even it on both side and setting them as neightbor then, there is no way to stitch a terrain to a mesh as a mesh just isn’t a terrain, not handled by its system and does not work any similar
Thank you dreamora but i am fully aware that terrains and mesh two completely separate entities. i want to know if stitching can be accomplished for either terrains OR meshes without unity pro or stitchscape (because i cannot purchase either of them). my goal is to be able to load and destroy my different landscapes at runtime to optimize performance without unity pro features like async or asset bundles. thank you though for reponding! i am always glad to see how helpful the unity community is.