artnas / unity-plane-mesh-splitter Goto Github PK
View Code? Open in Web Editor NEWSplit large meshes in Unity into smaller submeshes
License: MIT License
Split large meshes in Unity into smaller submeshes
License: MIT License
Some of the MeshRenderer properties copied in MeshSplitController.CreateChild() are available only in the editor and will break the build when used in a client.
Trying to build a client results in this error:
Library\PackageCache\com.artnas.meshsplit@4e07ac9fe0\Runtime\Scripts\MeshSplitController.cs(121,33): error CS1061: 'MeshRenderer' does not contain a definition for 'receiveGI' and no accessible extension method 'receiveGI' accepting a first argument of type 'MeshRenderer' could be found (are you missing a using directive or an assembly reference?)
I am currently facing performance issues after doing a 8000x8000 map.. 350k tris 600k verts...
Used this, cut mesh to variable chunks of max 800 tris 2.6k verts...
This made my month! Where is your Paypal?
hi!
thanks for posting such a useful tool! Are you planning to enrich the customization settings with the capability to set the material for internal faces?
thanks!
I just created a cube and I want to split it into multiple cubes, but no matter how I change the settings in the controller it just cuts off the sides of the cube. Any help would be appreciated
I have a mesh that uses multiple materials, any way to get it working?
Hello. I can't split a pretty complex planet mesh with the Mesh Split Controller script.
I'll be posting a lot of images to hopefully showcase the issue to someone who understands how this works.
An example of a planet I want to split:
Results with grid size 0.1
Results with grid size 1
Grid size 2
Anything over 2 only leaves one submesh, a piece up top.
Example trying to cover the entire planet with the grid size:
And making it small compared to the planet:
Nothing seems to work. I've tried it in playmode, too.
Any help would be greatly appreciated. This seems like just the thing for what I'm trying to do and I'm sad it isn't working as intended!
Title pretty much sums up my inquiry here!
Just having a play with the asset, we have extremly large meshes 2-5kmsq, having a play with the grid size I edited the code to enable grid sizes > 256 to be used, but what I find is that the slit then seems to miss chunks out, just wondering if the original 64 grid size limit is a known limitation and if so what the reason is?
Btw. seems to work fine if grid size is less than 64.
I tried this out with a 112k triangle mesh that was generated by Google's Seurat tool. When splitting the mesh using a grid size of 120, I noticed that the 0,0,0 submesh has ~256k triangles, but all the other submeshes that I checked seem to have a correct number of triangles.
This is using the 1.1 unitypackage from releases in Unity 2021.3.8. The seurat mesh unitypackage (~15mb)
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