Being able to create 3D models and surfaces on the fly is a powerful part of the Unity API that is often overlooked. These techniques are especially useful for games and apps using procedural content but it can also be used to create more powerful tools for making hand crafted experiences. In this talk Alexander Birke (Out Of Bounds Games) describes: 1. The basics of how Unity’s mesh API works 2. Practical examples of games where he has used procedural meshes to achieve novel gameplay and aesthetics such as a 1 draw call 2D deferred lighting system, morphable physics colliders, improved line rendering and polygonal procedural levels. 3. Common strategies to assign triangle indices, the most tricky part of the process 4. General tips on achieving better performance with the mesh API for both dynamic and static meshes
Published on December 1, 2016 by Unity
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