I'm trying to create a mesh in runtime but I don't understand the Mesh class: How the vertices work for example. I want to create a script that create's a mesh, and I can give them parameter like generatemesh heights[], dimensionx, dimensiony like a terrain. The 'vertices' array contains the positions of the vertices in the mesh, and the 'triangles' array indexes into the 'vertices' array, with each set of 3 consecutive indices describing a triangle. You can arrange the vertices however you want, but for something like this you'd typically arrange the vertices by row and then by column or vice versa.

Generating the triangle indices then just involves a loop and a little arithmetic. For examples of how to create meshes via code, check out the examples in the documentation for the Mesh class if you haven't alreadyand the 'procedural mesh' examples on the Unity website. Thanks for explaining, it's working now! But I got some new issue. I created square from 2 triangle, but the texture only appears on the first triangle.

What should I do? Make sure both triangles are wound the same way I'm assuming you're not using a two-sided shader. If that doesn't solve the problem, try selecting the object and then examining the mesh in the scene view it should appear in blue wireframe to make sure there are actually two triangles.

I'm sure that everything is alright, if I remove material the pink non-materialed "texture" is okay. I thought I must do something with that "uv" but that is another thing what I don't understand.

Incorrect texture coordinates could be the problem although one triangle of a quad being rendered completely invisible is a bit unusual. Typical texture coordinates for a quad would be 0, 01, 00, 1and 1, 1with the order depending on the order of the vertex positions.

This video breaks the whole thing down pretty well: Unity Tips and Tricks. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Ways of modificating mesh triangles 3 Answers. Split single triangle mesh into 2 Equal Parts 0 Answers. Best way to transition one mesh to another with the option to change the target mesh 0 Answers.

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procedural mesh generation unity

Hy all, I'm trying to create a mesh in runtime but I don't understand the Mesh class: How the vertices work for example. Add comment. Your answer. Hint: You can notify a user about this post by typing username.This includes winding order, normals and how to expose your mesh factory to Unity using editor script. One of the best features of Unity is how smooth the asset pipeline works where 3D models flows seamless from any 3D program into to the Unity scene editor. So why would you create meshes inside Unity?

Actually there is a number of reasons:. A polygon mesh in Unity is created of triangles. The mesh consist of an array of vertices and indices:. The vertices are Vector3 positions and the triangle faces indices are integers The illustration above uses one based index, but Unity uses zero based indices.

The Tetradron is created by 4 triangles. The first triangle has the vertex indices the vertices P1, P2, P4.

procedural mesh generation unity

By using shared vertices, with each vertex referenced multiple times, a mesh can be created very compact. The code above creates the correct shape, but it has one serious problem.

The problem is that the shading uses the vertex normals — and there is one vertex normal for each vertex The normals are the red line segments — this is rendered using the MeshDisplay component. The normals are calculated using the face normals using the method RecalculateNormals. In this case we want sharp edges and do not want to share vertex normals. This can be done by not sharing the vertices. If you are creating a mesh without sharp edges, you should use shared normals.

The following shows the source code without shared vertices. This means that each corner of the shape has three vertices one for each normal. This creates the hard edges we want for this shape. On the screen shoot to the right you can see the three normals at each corner. In this script, create a static function with the annotation MenuItem. This will add the method as a menu item in Unity. Posted in Unity. By: Ranza on January 10, at Excellent article, thank you for sharing all this info.

I changed my plane generating methods to incorporate this method, very useful indeed. I like your articles because they are descriptive and concise. By: Ippokratis on March 4, at Thanks for the tutorial!

For the triangles, since they have to be in counterclockwise, would it be instead of and instead of Hmm actually Unity is a left-handed coord system, so I guess your tris are actually left-hand rule order?

Doh, wish I found this article before I bashed my head trying to procedurally create planes. Still helped me figure out what was wrong with my triangle winding order — Thank you very much. By: Peter on July 14, at Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Unite Now has started! Come level up your Unity skills and knowledge. Joined: May 22, Posts: Voxel terrain has really been taking off recently, it's a great way to create beautiful and interesting terrain and give the player full reign over the environment.

It this tutorial we'll be making almost everything you would expect for a prototype voxel game. We'll be using Unity's mesh class to procedurally generate efficient voxel meshes.

We start out by making a 2d tilebased platformer terrain to understand generating meshes and storing level data and in parts 5 and 6 we start building chunks of voxels.

This is an intermediate tutorial so if you don't have any experience with C you're going to run into a lot of trouble. So how am I qualified to make this tutorial? I've been exploring Unity's options for procedural meshes and voxel systems for about a year now. I've unfortunately moved my focus away from making a voxel game in unity but I feel like it's an area a lot of people have an interest in that should be easier to get into because it's not as complicated as it seems.

This is an example of my voxel terrain and by the end of this tutorial series I expect everyone following along to be able to produce similar results by the end You can almost do it by the end of part 6.

Note: Everything covered here is supported by Unity Free, Pro will give you some image effects that might make things look better but the things we'll make won't require a pro licence. Taryndactyl has already been really helpful in fixing the first few tutorials of problems and I'm trying to get better at avoiding making mistakes but I still need people to let me know if something doesn't work, even if you manage to fix it the next guy might not so leave a comment.

Let's make a Voxel Engine : Concepts behind a Voxel engine explained in detail by the developer of Vox. Last edited: Jan 26, UV mapping refers to the way each 3D surface is mapped to a 2D texture. Each vertex contain a set of UV coordinates, where 0. If the UV coordinates is outside the 0. The same way that each vertex is associated with a normal, each vertex is also associated with UV coordinates.

This means that sometimes you need to duplicate the same vertex due to UV mapping. Basically what we are looking for is a way to go from 3D coordinates the local mesh-coordinates: x,y,z to 2D coordinates u,v. The most simple approach would be to remove one of the 3D coordinates; One example of this is to set the uv-coordinate to the x,z coordinate.

However this approach is rare useful. When a creating procedural generated mesh in Unity, you would most often want absolute control over where the UV coordinates are positioned. Note that the vertex P3 is mapped to both P3a, P3b and P3c. Another thing to notice is that a lot of space in the texture is waisted. Here the town was created procedurally on a sphere and UV mapped to one texture.

The texture had 3 building facades and 4 rooftops. The UV mapping was done dependent of the height of the buildings, so that a building could have from 1 to 4 floors.

Screen shot from 'Escape From Planet Zombie'. Thanks for this so usefull tutorial. PackTextures that returns a Rect[]. It start making sense now. By: Ippokratis on April 20, at Something that bothers me on the example is that there are redundant vertices you repeat 3 times each vertex on the vertices array.

I found the same problem when trying to map a texture on a terrain this blog helped me out, thank you.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again.

If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. Low poly mesh generation in Unity. C Branch: master.

Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit a Apr 27, You signed in with another tab or window.

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Procedural Mesh Geometry

You signed out in another tab or window. Initial commit. Apr 16, Update AbstractMeshGenerator. Apr 17, Update FallOffType. Apr 18, Create FractalIslandsGenerator. Apr 19, Add files via upload. Create MeshBuilder. Apr 21, Update NoiseGenerator.

Apr 27, Use those scripts to procedurally create primitive meshes, with custom parameters.

Procedural Assets

More to come later. If anyone has the code for a teapot, that'd be great. I guess it's a tiny bit more complicated though. The entry point of those script must be a reference to a meshfilter's mesh. The return value is that mesh filled up. Regular sphere. This is a sphere without poles. And there is no UV yet, not sure how to go about it actually. Dealing with all thoses vertices and indexes can give you a headache before you know it.

procedural mesh generation unity

To see things clearly, you can create a TextMesh, set it up properly small characters, anchor at middle-center and save it as a prefab. Jump to: navigationsearch. RecalculateBounds ; mesh. Optimize. Cos r10f, Mathf. Cross r1, Vector3. Rad2DegVector3.

procedural mesh generation unity

Count ; vertices. Add middle. Add new Vector3 - 1f, t, 0f. Add new Vector3 1f, t, 0f. Add new Vector3 - 1f, - t, 0f. Add new Vector3 1f, - t, 0f. Add new Vector3 0f, - 1f, t.In this tutorial series we are going to procedurally generate levels using Unity. In the first tutorial we are going to use pseudorandom noise to generate height maps and choose terrain types according to the height in each part of our level.

In the next tutorials, we are going to assign biomes for each part of the level and in the end, we are going to generate a level map object that can still be manually edited according to the game needs.

Rest of the series: part 2part 3. In order to procedurally generate levels, we are going to use noise functions in our code. A noise function is basically a function that generates pseudorandom values based on some input arguments. By pseudorandom it means the values look random, despite being algorithmically generated.

In practice, you can see this noise as a variable, which can be used as the height, temperature or moisture values of a level region. In our case, we are going to use it as the height of different coordinates of our level. There are different noise functions, but we are going to use a specially popular one called Perlin Noise. First, create a new script called NoiseMapGeneration.

Procedural Generation Of Mazes With Unity

This script will have a function called GenerateNoiseMap, which will receive as parameters the map height, map width and a scale. Then, it will generate a matrix representing a noise map, with the noise in each coordinate of the level. For each coordinate, we generate the noise vaue using the Mathf. PerlinNoise function. This function receives two parameters and generate a value between 0 and 1, representing the noise.

Notice that we are going to use the x and z axes to access the level coordinates, while the y axis will be used to change the height of our level in a given coordinate. In practice, the level scale parameter acts as a zoom parameter in the level. In the end, it returns the noise map. Now we need some way to visualize this noise map. What we are going to do is creating a Plane GameObject to represent a tile in our level.

Then, we can show the generated noise values by painting the tile vertices according to their corresponding noise values. Again, this noise can represent anything you want, such as height, temperatura, moisture, etc. In our case, it will represent the height of that vertex. This will create the object below, already with a Mesh Renderer, which we are going to use to show the noise map. Before showing the noise map in the tile, it is important that you understand how a Plane mesh looks like.

The figure below shows the a Plane created in Unity along with its Mesh.

Unity Procedural Mesh Generation

Notice that the mesh vertices are not only the four Plane vertices. Instead, the Mesh contains several intermediate vertices that are connected inside the Plane. Basically, what we are going to do is using each one of those vertices as a coordinate for our noise map later. This way, we can assign a color to each vertex which will be a height later according to each generated noise value.

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Now, we create the following Script called TileGeneration. This script will be responsible for generating a noise map for the tile and then assigning a texture to it according to the noise map. Basically, in the Start method it will call the GenerateTile method, which will do all this stuff. The first thing it does is calculating the depth and width of the height map. Since we are using a square plane, the number of vertices should be a perfect square in our case, the default Unity Plane has vertices.

So, if we take the square root of the number of vertices, we will get the map depth and width, which will be Then, it calls the GenerateNoiseMap method with this depth and width, as well as the levelScale.

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