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Adapt Mesh size when used for Mesh collider

Cocos

I can’t adjust or scale the mesh collider once I’ve set the reference. Any idea on how I can match the mesh collider with the size of the model mesh? Hey guys, Any idea on how I can fix this situation?

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Mesh Baking Your Assets (With Ian Deane)

The GameDev Guru

Today, I had the pleasure to interview Ian Deane, the developer behind Mesh Baker. This famous Unity asset lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate. Let's see what he has to say.

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Simplify Your Life With Unity Mesh Simplifier

The GameDev Guru

Lose those extra vertices you don't need from your meshes and make the life of your GPU a bit easier.

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How to color triangels in custom Mesh?

Cocos

I created custom mesh let mesh = cc.utils.createMesh({ positions : positions, indices : indices, doubleSided : true }); and i would like a make color of every triangle with different color as on picture below How could I achieve it ? right now Mesh uses color from Material and mesh filled with one color.

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How to color triangels in custom Mesh?

Cocos

colors.push( color ); colors.push( color); colors.push( color); } let mesh = cc.utils.createMesh({ positions : positions, indices : indices, doubleSided : true, colors: colors}); let comp = node.addComponent(cc.MeshRenderer); comp.mesh = mesh; transformMat4(pos,pos,m4); positions[i] = pos.x; positions[i + 1] = pos.y;

Mesh 40
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Unable to view mesh via UI meshrenderer with dynamic instantiation

Cocos

Body_Material0' : `${element}_Material0`) resources.load(`${Section}/${element}/${ElementHeader}`, Mesh, (err, meshinst) => { let NewDisplayBtn = instantiate(PrefabIcon) console.log(meshinst) NewBtn.parent = this.node NewDisplayBtn['parent'] = NewBtn NewDisplayBtn.getChildByName('Mesh').getComponent(MeshRenderer).mesh

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Realtime Rendering With OpenGL – A Students Perspective (Week 3)

Game Developer

Week 3 was focused on getting textures into the render engine, making a camera so the user can move around the scene, and the creation of a new mesh class that takes advantage of the VBO and EBO classes.

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