Comments (5)
The 64 grid size limit is just an arbitrary number - it should work well with higher values. Perhaps its some sort of a float rounding error?
from unity-plane-mesh-splitter.
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.
Hey I've recently picked up this project again and did you ever fix the error? If you have a mesh which is causing issues then feel free to email it to me or attach it here - I'll try and see what's going on.
from unity-plane-mesh-splitter.
from unity-plane-mesh-splitter.
Sure, I can’t upload one for all to see, anyway to get it to you privately, my email is: @.***(dot)co(dot)uk
I think github has hidden the email - you can see my email on my profile on github
from unity-plane-mesh-splitter.
yep lol, thanks for investigating this in advance.
Just sent you a wetransfer
from unity-plane-mesh-splitter.
Related Issues (11)
- 0,0,0 submesh has more triangles than original model HOT 3
- Mesh is split up in odd chunks. HOT 3
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- I love you! HOT 1
- I'm having trouble splitting my cube HOT 3
- Submeshes?
- Internal faces material
- MeshSplitController Gizmos don't account for mesh rotation HOT 3
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