Hi there,
I’ve looked around to find an answer regarding this on here, there are a few threads, but most don’t really lead on to what I’m trying to achieve.
Essentially I work for a groundworks company, and our kit is very repetitive / modular… but there is ALOT of it!
I’ve been trying to work out the best way i can create the models inside the engine, going from creating each model as a single mesh, right down to chopping it up into little pieces per item, and reusing the mini mesh’s to create prefabs of the finished product.
The second option, chopping it up into little parts seems to most efficient in terms of the texture space and ease of recreating the component inside Unity, as I can just create a new prefab and combine it using the pieces again, but when I’m doing it this way, my draw calls go through the roof!
I looked into combine mesh, which does a great job at collapsing my mesh down, greatly reducing the draw calls, but it has a slight issue with the placement of the new collider mesh at the moment, also when there is more than one of these prefabs in the scene, it just removes all the models! Anyway, that’s the back story, I’ll go onto the technical part below with pictures! Below is an example, where this piece of kit may only have 2 holes or another may have 22, hence the modular approach.
The mesh parts are designed in Max, and will ‘tile’ next to each other, but is there a way i can weld those vertices on the mesh seams? I don’t think they are giving me any problems currently (Shown in the second image) but there is alot of wasted resource I can imagine with those vertices being double up. All elements also share the same normals map.
So to summarize…
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Is there a way I can weld those edges?
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How can I have more control over the generated Collider mesh?
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Why do they disappear when there is more than 1!?
Many Thanks!
Darren