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Question by thisisprojectemerald · Nov 09, 2020 at 02:42 PM · optimizationcombinemeshescombineinstance

Combing Meshes not working as expected?

I'm working on a Uni project where I use 3d noise to create terrain. I'm currently trying to speed up my meshes by combining them using mesh.CombineMeshes. I created one script that uses a lot of .AddComponent and .GetComponent which is obviously quite slow but works. The code for which is:

 private void CreateMesh()
     {
         int meshCount = 0;
         List<MeshFilter> meshFilters = new List<MeshFilter>();
 
         for (int i = 0; i < chunkWidth; i++) //x
         {
             for (int j = 0; j < chunkHeight; j++) //y
             {
                 for (int k = 0; k < chunkWidth; k++) //z
                 {
                     if (_thisChunk.ChunkData[i, j, k] > threshold)
                     {
                         List<Direction> dirs = new List<Direction>();
                         for (int l = 0; l < 6; l++)
                         {
                             if (!GetIfNeighbour(new Vector3(i, j, k), (Direction) l))
                             {
                                 dirs.Add((Direction) l);
                             }
                         }
 
                         if (dirs.Count > 0)
                         {
                             GameObject terrainObj = CreateTerrainFace(
                                 new Vector3(_thisChunk.chunkPos.x + i, j, _thisChunk.chunkPos.y + k),
                                 dirs);
                             meshFilters.Add(terrainObj.GetComponent<MeshFilter>());
                             meshCount++;
                             Destroy(terrainObj);
                         }
                     }
                 }
             }
         }
         
         CombineInstance[] combine = new CombineInstance[meshCount];
         int count = 0;
         foreach (var meshsF in meshFilters)
         {
             combine[count].mesh = meshsF.sharedMesh;
             combine[count].transform = meshsF.transform.localToWorldMatrix;
             count++;
         }
         
         MeshFilter tempFilter = new MeshFilter();
 
         tempFilter = _thisChunk.gameObject.AddComponent<MeshFilter>();
         tempFilter.mesh = new Mesh();
         tempFilter.mesh.CombineMeshes(combine);
 
         _thisChunk.gameObject.GetComponent<MeshFilter>().mesh = tempFilter.mesh;
         _thisChunk.gameObject.AddComponent<MeshRenderer>().material = basicMat;
         
         _thisChunk.firstBlockInChunk = true;
         
         _thisChunk.isRendered = true;
     }
 
 private GameObject CreateTerrainFace(Vector3 pos, List<Direction> dirs)
     {
         GameObject terrainObj = new GameObject(pos.ToString());
         MeshFilter[] meshFilters = new MeshFilter[6];
         terrainObj.AddComponent<MeshFilter>().mesh = new Mesh();
         CombineInstance[] CombineMeshes = new CombineInstance[6];
         int meshCount = 0;
         foreach (var dir in dirs)
         {
             Mesh mesh = new Mesh();
             mesh.vertices = _planes[(int) dir].vertices;
             mesh.triangles = _planes[(int) dir].planeTriangles;
             mesh.uv = _planes[(int) dir].uvs;
             mesh.RecalculateNormals();
 
             GameObject meshObj = new GameObject(dir.ToString());
             meshObj.AddComponent<MeshFilter>().mesh = mesh;
             meshFilters[meshCount] = meshObj.GetComponent<MeshFilter>();
 
             Destroy(meshObj);
             //meshObj.transform.SetParent(terrainObj.transform);
 
             meshCount++;
         }
 
         //meshFilters = terrainObj.GetComponentsInChildren<MeshFilter>();
         for (int i = 0; i < meshCount; i++)
         {
             CombineMeshes[i].mesh = meshFilters[i].sharedMesh;
             CombineMeshes[i].transform = meshFilters[i].transform.localToWorldMatrix;
         }
 
         MeshFilter tempFilter = new MeshFilter();
 
         tempFilter = terrainObj.transform.GetComponent<MeshFilter>();
         tempFilter.mesh = new Mesh();
         tempFilter.mesh.CombineMeshes(CombineMeshes);
 
         terrainObj.GetComponent<MeshFilter>().mesh = tempFilter.mesh;
         terrainObj.AddComponent<MeshRenderer>().material = basicMat;
 
         terrainObj.transform.position = pos;
         terrainObj.transform.eulerAngles = new Vector3(0, -90, 0);
         terrainObj.transform.SetParent(_thisChunk.transform);
         return terrainObj;
         //_thisChunk.blockList.Add(terrainObj);
     }

This produces a result that looks like this: alt text

My "improved" script looks like this:

 private void CreateCombinedMesh()
     {
         int meshCount = 0;
         List<Mesh> meshFilters = new List<Mesh>();
 
         for (int i = 0; i < chunkWidth; i++) //x
         {
             for (int j = 0; j < chunkHeight; j++) //y
             {
                 for (int k = 0; k < chunkWidth; k++) //z
                 {
                     if (_thisChunk.ChunkData[i, j, k] > threshold)
                     {
                         List<Direction> dirs = new List<Direction>();
                         for (int l = 0; l < 6; l++)
                         {
                             if (!GetIfNeighbour(new Vector3(i, j, k), (Direction) l))
                             {
                                 dirs.Add((Direction) l);
                             }
                         }
 
                         if (dirs.Count > 0)
                         {
                             meshFilters.Add(CreateCombinedTerrain(
                                 new Vector3(_thisChunk.chunkPos.x + i, j, _thisChunk.chunkPos.y + k),
                                 dirs));
                             
                             meshCount++;
                             
                         }
                     }
                 }
             }
         }
         
         CombineInstance[] combine = new CombineInstance[meshCount];
         int count = 0;
         
         foreach (var meshsF in meshFilters)
         {
             combine[count].mesh = meshsF;
             combine[count].transform = _thisChunk.gameObject.transform.localToWorldMatrix;
             count++;
         }
 
         MeshFilter tempFilter = _thisChunk.gameObject.AddComponent<MeshFilter>();
         
         tempFilter.mesh = new Mesh();
         tempFilter.mesh.CombineMeshes(combine);
         
         _thisChunk.gameObject.AddComponent<MeshRenderer>().material = basicMat;
         
         
         _thisChunk.isRendered = true;
     }
 
     private Mesh CreateCombinedTerrain(Vector3 pos, List<Direction> dirs)
     {
         Mesh[] meshesToCombine = new Mesh[dirs.Count];
         CombineInstance[] combine = new CombineInstance[dirs.Count];
         Mesh mesh = new Mesh();
         int meshCount = 0;
         
         foreach (var dir in dirs)
         {
             mesh.vertices = _planes[(int) dir].vertices;
             mesh.triangles = _planes[(int) dir].planeTriangles;
             mesh.uv = _planes[(int) dir].uvs;
             mesh.RecalculateNormals();
 
             meshesToCombine[meshCount] = mesh;
 
             meshCount++;
         }
 
         for (int i = 0; i < meshCount; i++)
         {
             combine[i].mesh = meshesToCombine[i];
             combine[i].transform = Matrix4x4.TRS(pos, Quaternion.Euler(0,-90,0), Vector3.one);
         }
         
         Mesh returnMesh = new Mesh();
         returnMesh.CombineMeshes(combine);
         return returnMesh;
     }

Which produces:

alt text

It seems like my new code is getting confused at the edges of the mesh but i don't know why. Is there something im missing when I avoid using mesh filters and components? Any ideas would be appreciated.

I can provide the Git repository as an edit, if that would help.

Thanks,

Blackclaw_

working.png (256.8 kB)
notworking.png (234.1 kB)
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Best Answer

Answer by thisisprojectemerald · Nov 09, 2020 at 04:18 PM

Ive fixed the issue. Inside:

 foreach (var dir in dirs)
             {
                 mesh.vertices = _planes[(int) dir].vertices;
                 mesh.triangles = _planes[(int) dir].planeTriangles;
                 mesh.uv = _planes[(int) dir].uvs;
                 mesh.RecalculateNormals();
     
                 meshesToCombine[meshCount] = mesh;
                 
                 meshCount++;
             }
 

I didn't include:

 mesh = new Mesh();

And each time I was going through the foreach loop i was replacing all the meshes in meshesToCombine with the latest mesh.

TL;DR: Don't be an idiot and think about references.

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