for those who are interested in using Triangle.net using the same discussion linked by TheValar if have done this
1553857–91304–$ImprovePolygonCollider2D.cs (2.01 KB)
What subset of the Triangle.net source code did you use in order to get everything to compile? I’m having some difficulty figuring out what needs to be stripped from the original package.
I replace/comment things until it compile. not so much modification but hard to explain here.
here is the version I used for my test.
1554923–91448–$Triangle.NET.zip (246 KB)
at this time I only made a quick and did note use it on a project … it is just a test to help someone.
Sweet thanks! I’ve got your improvepolygoncollider script working and I’ve added the ability to uv map the generated mesh based on the extents of the original gameobject. Of course this is assuming that the original object is a Unity Sprite.
I’m excited to work on it more this weekend!
@TheValar Could you share your script for everyone ? Thanks
For those of you interested in node-based parametric modeling in Unity, Archimatix adds Steiner points to the bottom and top caps generated by the Mesher nodes, such as Extrude and PlanSweep nodes, when you increase the subdivision value of the Shape input for their nodes.

Instead of a grid of points, Archimatix places the Steiner points on concentric shapes based on the Input Shape. This tends to look better than a grid when the result mesh (which is a standard Unity Mesh) is subjected to deformation, either with the Deformer nodes in AX or in Megafiers, etc.
This works with holes as well. Here a heart Shape is ShapeMerged in as a hole:

so awesome ![]()
