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Question by bobtomatos2012 · Jul 22, 2018 at 09:44 PM · combinemeshes

Why doesn't my combined mesh look how it supposed to do?

I have a script that generates all necessary quads and it works fine. The picture below shows the separate quads before combining:

alt text

After that i'm combining everything with this function:

 void combineQuads()
 {
     MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
     CombineInstance[] combine = new CombineInstance[meshFilters.Length];
     for (int i = 0; i < meshFilters.Length; i++)
     {
         combine[i].mesh = meshFilters[i].sharedMesh;
         combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
     }
 
     MeshFilter mf = (MeshFilter)this.gameObject.AddComponent(typeof(MeshFilter));
     mf.mesh = new Mesh();
     mf.mesh.CombineMeshes(combine);
 
     MeshRenderer renderer = this.gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
     renderer.material = material;
 
     foreach (Transform quad in this.transform)
     {
             Destroy(quad.gameObject);
     }
 }

And then i get this: alt text

Why does this happen? If i generate a way smaller chunk everything is working fine but the larger ones are glitching. It confuses me.

after.jpg (204.3 kB)
before.jpg (252.3 kB)
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Bunny83
Glurth

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Answer by Glurth · Jul 22, 2018 at 09:51 PM

I suspect you are simply exceeding the maximum number of vertices for a mesh. https://answers.unity.com/questions/255405/vertex-limit.html

You will need to make a few meshes, rather than just one.

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Bunny83

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avatar image Bunny83 · Jul 23, 2018 at 12:09 AM 2
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Right, you can try setting the index format to 32 bit on the target mesh. However i never tried something like that with CombineMeshes.

avatar image bobtomatos2012 Bunny83 · Jul 23, 2018 at 02:34 AM 0
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Thank you! It works :>

avatar image Glurth Bunny83 · Jul 23, 2018 at 04:07 PM 0
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Wow, didn't know about that one, thanks Bunny! Alas, there ARE platform limitations with that option.
I've been hoping to find some open-source code to take a huge procedural-mesh (or similar data struct), and break it up into multiple smaller meshes for (all-platform) use. I've yet to find something like this [I suck at searching], has anyone else?

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