• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by globalenemy · Jun 16, 2016 at 04:22 PM · meshlightinguv

scripted mesh lighting problem (and uv question)

Greetings, I've written a script to create a 2D oval shape as a mesh. Vertices, normals, uv, triangles, all is set. The Shape is getting generated and visualized correctly. With the exception of recieving shadows. No clue what I'm missing pls help me out! :(

Also: how do I set the uv for my border right? At the moment the oval get generated like 'center vertex' + 'rotated vertices along radius' + 'rotated vertices along border'. Then I generated two set of triangles and set them to different submesh indices of the final mesh. Submesh '0' is the inner fill of the oval, and submesh '1' is the border.

uv for the vertices is generated very simple at the moment. I probably require more vertices (double border) to make the uv for the border working. but I'm not sure so I thought I should ask.

To the lighting:

Demo: https://www.youtube.com/watch?v=a8Ez8bq9nBM

(debug view and inspector) alt text

To the uv:

(rvertices = rotated vertices along radius, so the verts along border get the same uv as the verts along the radius.)

 verts[0] = Vector3.zero;
 normals[0] = Vector3.back;
 uv[0] = new Vector2(0.5f, 0.5f);
 for (int i = 1; i < vertices; i++) {
    verts[i] = this.Vertices[i];
    normals[i] = Vector3.back;
    if (i < rvertices + 1) uv[i] = new Vector2(0.5f + (Vertices[i].x / (Radius * 2)), 0.5f + (Vertices[i].y / (Radius * 2)));
    else uv[i] = new Vector2(0.5f + (Vertices[i-rvertices].x / (Radius * 2)), 0.5f + (Vertices[i-rvertices].y / (Radius * 2)));
 }

(just a dice to test uv, border uv not right yet) alt text

debugoval.png (68.0 kB)
uvtestoval.png (74.4 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

54 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

issues with mobile build 0 Answers

How to set up UV for lightmaps for generated meshes? 4 Answers

A question about UVs being not accurate. 1 Answer

UV-ing a sphere procedurally 1 Answer

Strange issue with generated mesh 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges