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I naively assumed that boolean operations would be easy to implement in unity, seeing how efficient they are in Blender, so I stupidly designed this whole concept around their use.
It should be kind of self-explanatory, but I'm generating a mesh for the saw blade and then trying to subtract that shape from a simple cube. Obviously, them staying in the air to visualize the mesh is temporary while figuring this out.
I'm not sure whether I have made a mistake while implementing it, or if my use-case is just too extreme for it to handle?
e: please note that the sawblade mesh is a closed 3d mesh, albeit pretty thin, not a single-sided "plane"
I naively assumed that boolean operations would be easy to implement in unity, seeing how efficient they are in Blender, so I stupidly designed this whole concept around their use.
It should be kind of self-explanatory, but I'm generating a mesh for the saw blade and then trying to subtract that shape from a simple cube. Obviously, them staying in the air to visualize the mesh is temporary while figuring this out.
I'm not sure whether I have made a mistake while implementing it, or if my use-case is just too extreme for it to handle?
e: please note that the sawblade mesh is a closed 3d mesh, albeit pretty thin, not a single-sided "plane"
https://youtu.be/Z0CE-OYvtvM
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