Submesh Creation?

Hi,

Is it possible to create submeshes at runtime? Or is this only available for authored meshes?

Also, will Unity cull each submesh separately? Or does it only do culling on the game object level against the camera frustum?

Thanks,
Brett

there is no such thing as submesh.

there are meshes and there are child transforms with meshes. the later would be hidden when their bounding box is not in the view frustum.

Ah, I see.

So if I had a mesh in separate pieces but exported as one object, there’s no way for Unity to treat them separately I guess.

Thanks :slight_smile:

if it all ended on 1 object in the hierarchy then no it will end as 1 object only.
but most modellers allow you to split objects into different objects in the hierarchy which solves this.

also you can write code that does this for you (splitting through position based seperation and alike)