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At the end of the CSG algorithm the meshes are generated, and currently this is hardcoded.
Since there are a lot of different ways meshes are (optionally) manipulated and created, it would make sense to have a more formal plugin structure that can be chained. This would make it easier for people to understand how it works, and would make it easier for people to contribute.
Types of things we need to support
Generation of colliders per physicMaterial. For either built-in or unity physics.
Generation of renderable meshes per Material / Cast Shadows Flags etc. For either MeshRenderers or hybrid rendering (dots)
Brush outlines/wireframe geometry
List per triangle brush InstanceID's so we can use HandleUtility.RenderPickingCallback for selection
Filtered meshes that only contain visible brushes (with some brushes made invisible in hierarchy)
Helper meshes for debug rendering (all invisible surfaces, all invisible shadow casting surfaces etc.)
normal smoothing
compute tangents
compute lightmap uvs
support for optionally remove texture from lightmap (for self illuminated surfaces)
support for optionally double sided surfaces
support for skybox surfaces that will automatically swap material with current environment skybox material
support for surfaces with extra vertices for vertex painting
Navmesh support?
Collider layer support?
The text was updated successfully, but these errors were encountered:
At the end of the CSG algorithm the meshes are generated, and currently this is hardcoded.
Since there are a lot of different ways meshes are (optionally) manipulated and created, it would make sense to have a more formal plugin structure that can be chained. This would make it easier for people to understand how it works, and would make it easier for people to contribute.
Types of things we need to support
The text was updated successfully, but these errors were encountered: