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How to create a mesh dynamically In unity
The Next CEO of Stack OverflowAlgorithm for duplicating problem resolution during search process for mesh dynamic generationTo create a bounding box in a texture in UnityHow do I enumerate an enum in C#?How to create Excel (.XLS and .XLSX) file in C# without installing Ms Office?How do I get a consistent byte representation of strings in C# without manually specifying an encoding?How do I generate a random int number?Deserialize JSON into C# dynamic object?WPF applications for 3D image viewFind out the texture portion needed for a meshCoordinate of a pixel of an image to coordinate on the textureHow to filter light through non transparent pixel in texture?Coloring Rgl 3d mesh faces
I have vertex that have a color value.
I'd like to make a mesh using vertex with the same color values.

This picture is an example.
I took pictures with my Android Phone, and I did image segmentation on the object
So I got a color value corresponding to the coordinate value.
I succeeded in just making textures. please check the image.
But I want a mesh object.
Below is making texture code.
var pixel = await this.segmentation.SegmentAsync(rotated, scaled.width, scaled.height);
// int pixel[][]; // image segmentation using tensorflow
Color transparentColor = new Color32(255, 255, 255, 0); // transparent
for (int y = 0; y < texture.height; y++)
for (int x = 0; x < texture.width; x++)
int class_output = pixel[y][x];
texture.SetPixel(x, y, pixel[y][x] == 0 ? transparentColor : colors[class_output]);
texture.Apply();
How can I make a mesh object?
c# unity3d dynamic mesh
add a comment |
I have vertex that have a color value.
I'd like to make a mesh using vertex with the same color values.

This picture is an example.
I took pictures with my Android Phone, and I did image segmentation on the object
So I got a color value corresponding to the coordinate value.
I succeeded in just making textures. please check the image.
But I want a mesh object.
Below is making texture code.
var pixel = await this.segmentation.SegmentAsync(rotated, scaled.width, scaled.height);
// int pixel[][]; // image segmentation using tensorflow
Color transparentColor = new Color32(255, 255, 255, 0); // transparent
for (int y = 0; y < texture.height; y++)
for (int x = 0; x < texture.width; x++)
int class_output = pixel[y][x];
texture.SetPixel(x, y, pixel[y][x] == 0 ? transparentColor : colors[class_output]);
texture.Apply();
How can I make a mesh object?
c# unity3d dynamic mesh
With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28
add a comment |
I have vertex that have a color value.
I'd like to make a mesh using vertex with the same color values.

This picture is an example.
I took pictures with my Android Phone, and I did image segmentation on the object
So I got a color value corresponding to the coordinate value.
I succeeded in just making textures. please check the image.
But I want a mesh object.
Below is making texture code.
var pixel = await this.segmentation.SegmentAsync(rotated, scaled.width, scaled.height);
// int pixel[][]; // image segmentation using tensorflow
Color transparentColor = new Color32(255, 255, 255, 0); // transparent
for (int y = 0; y < texture.height; y++)
for (int x = 0; x < texture.width; x++)
int class_output = pixel[y][x];
texture.SetPixel(x, y, pixel[y][x] == 0 ? transparentColor : colors[class_output]);
texture.Apply();
How can I make a mesh object?
c# unity3d dynamic mesh
I have vertex that have a color value.
I'd like to make a mesh using vertex with the same color values.

This picture is an example.
I took pictures with my Android Phone, and I did image segmentation on the object
So I got a color value corresponding to the coordinate value.
I succeeded in just making textures. please check the image.
But I want a mesh object.
Below is making texture code.
var pixel = await this.segmentation.SegmentAsync(rotated, scaled.width, scaled.height);
// int pixel[][]; // image segmentation using tensorflow
Color transparentColor = new Color32(255, 255, 255, 0); // transparent
for (int y = 0; y < texture.height; y++)
for (int x = 0; x < texture.width; x++)
int class_output = pixel[y][x];
texture.SetPixel(x, y, pixel[y][x] == 0 ? transparentColor : colors[class_output]);
texture.Apply();
How can I make a mesh object?
c# unity3d dynamic mesh
c# unity3d dynamic mesh
asked Mar 8 at 12:53
Han Seob KimHan Seob Kim
477
477
With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28
add a comment |
With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28
With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28
add a comment |
1 Answer
1
active
oldest
votes
1- Set a prefab with a MeshFilter and a MeshRenderer.
2- Variables inside the script that you will need to fill.
// This first list contains every vertex of the mesh that we are going to render
public List<Vector3> newVertices = new List<Vector3>();
// The triangles tell Unity how to build each section of the mesh joining
// the vertices
public List<int> newTriangles = new List<int>();
// The UV list is unimportant right now but it tells Unity how the texture is
// aligned on each polygon
public List<Vector2> newUV = new List<Vector2>();
// A mesh is made up of the vertices, triangles and UVs we are going to define,
// after we make them up we'll save them as this mesh
private Mesh mesh;
3- Initialize the mesh
void Start ()
mesh = GetComponent<MeshFilter> ().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add( new Vector3 (x , y , z ));
newVertices.Add( new Vector3 (x + 1 , y , z ));
newVertices.Add( new Vector3 (x + 1 , y-1 , z ));
newVertices.Add( new Vector3 (x , y-1 , z ));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y));
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y));
mesh.Clear ();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.uv = newUV.ToArray(); // add this line to the code here
mesh.Optimize ();
mesh.RecalculateNormals ();
This code will draw a square at the position of the prefab, if you keep adding vertices you can generate a more complex mesh.
The source of information is a tutorial to generate mensh for a terrain like minecrat, check the link for more information.
add a comment |
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1 Answer
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1 Answer
1
active
oldest
votes
active
oldest
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active
oldest
votes
1- Set a prefab with a MeshFilter and a MeshRenderer.
2- Variables inside the script that you will need to fill.
// This first list contains every vertex of the mesh that we are going to render
public List<Vector3> newVertices = new List<Vector3>();
// The triangles tell Unity how to build each section of the mesh joining
// the vertices
public List<int> newTriangles = new List<int>();
// The UV list is unimportant right now but it tells Unity how the texture is
// aligned on each polygon
public List<Vector2> newUV = new List<Vector2>();
// A mesh is made up of the vertices, triangles and UVs we are going to define,
// after we make them up we'll save them as this mesh
private Mesh mesh;
3- Initialize the mesh
void Start ()
mesh = GetComponent<MeshFilter> ().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add( new Vector3 (x , y , z ));
newVertices.Add( new Vector3 (x + 1 , y , z ));
newVertices.Add( new Vector3 (x + 1 , y-1 , z ));
newVertices.Add( new Vector3 (x , y-1 , z ));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y));
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y));
mesh.Clear ();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.uv = newUV.ToArray(); // add this line to the code here
mesh.Optimize ();
mesh.RecalculateNormals ();
This code will draw a square at the position of the prefab, if you keep adding vertices you can generate a more complex mesh.
The source of information is a tutorial to generate mensh for a terrain like minecrat, check the link for more information.
add a comment |
1- Set a prefab with a MeshFilter and a MeshRenderer.
2- Variables inside the script that you will need to fill.
// This first list contains every vertex of the mesh that we are going to render
public List<Vector3> newVertices = new List<Vector3>();
// The triangles tell Unity how to build each section of the mesh joining
// the vertices
public List<int> newTriangles = new List<int>();
// The UV list is unimportant right now but it tells Unity how the texture is
// aligned on each polygon
public List<Vector2> newUV = new List<Vector2>();
// A mesh is made up of the vertices, triangles and UVs we are going to define,
// after we make them up we'll save them as this mesh
private Mesh mesh;
3- Initialize the mesh
void Start ()
mesh = GetComponent<MeshFilter> ().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add( new Vector3 (x , y , z ));
newVertices.Add( new Vector3 (x + 1 , y , z ));
newVertices.Add( new Vector3 (x + 1 , y-1 , z ));
newVertices.Add( new Vector3 (x , y-1 , z ));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y));
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y));
mesh.Clear ();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.uv = newUV.ToArray(); // add this line to the code here
mesh.Optimize ();
mesh.RecalculateNormals ();
This code will draw a square at the position of the prefab, if you keep adding vertices you can generate a more complex mesh.
The source of information is a tutorial to generate mensh for a terrain like minecrat, check the link for more information.
add a comment |
1- Set a prefab with a MeshFilter and a MeshRenderer.
2- Variables inside the script that you will need to fill.
// This first list contains every vertex of the mesh that we are going to render
public List<Vector3> newVertices = new List<Vector3>();
// The triangles tell Unity how to build each section of the mesh joining
// the vertices
public List<int> newTriangles = new List<int>();
// The UV list is unimportant right now but it tells Unity how the texture is
// aligned on each polygon
public List<Vector2> newUV = new List<Vector2>();
// A mesh is made up of the vertices, triangles and UVs we are going to define,
// after we make them up we'll save them as this mesh
private Mesh mesh;
3- Initialize the mesh
void Start ()
mesh = GetComponent<MeshFilter> ().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add( new Vector3 (x , y , z ));
newVertices.Add( new Vector3 (x + 1 , y , z ));
newVertices.Add( new Vector3 (x + 1 , y-1 , z ));
newVertices.Add( new Vector3 (x , y-1 , z ));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y));
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y));
mesh.Clear ();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.uv = newUV.ToArray(); // add this line to the code here
mesh.Optimize ();
mesh.RecalculateNormals ();
This code will draw a square at the position of the prefab, if you keep adding vertices you can generate a more complex mesh.
The source of information is a tutorial to generate mensh for a terrain like minecrat, check the link for more information.
1- Set a prefab with a MeshFilter and a MeshRenderer.
2- Variables inside the script that you will need to fill.
// This first list contains every vertex of the mesh that we are going to render
public List<Vector3> newVertices = new List<Vector3>();
// The triangles tell Unity how to build each section of the mesh joining
// the vertices
public List<int> newTriangles = new List<int>();
// The UV list is unimportant right now but it tells Unity how the texture is
// aligned on each polygon
public List<Vector2> newUV = new List<Vector2>();
// A mesh is made up of the vertices, triangles and UVs we are going to define,
// after we make them up we'll save them as this mesh
private Mesh mesh;
3- Initialize the mesh
void Start ()
mesh = GetComponent<MeshFilter> ().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add( new Vector3 (x , y , z ));
newVertices.Add( new Vector3 (x + 1 , y , z ));
newVertices.Add( new Vector3 (x + 1 , y-1 , z ));
newVertices.Add( new Vector3 (x , y-1 , z ));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y + tUnit));
newUV.Add(new Vector2 (tUnit * tStone.x + tUnit, tUnit * tStone.y));
newUV.Add(new Vector2 (tUnit * tStone.x, tUnit * tStone.y));
mesh.Clear ();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.uv = newUV.ToArray(); // add this line to the code here
mesh.Optimize ();
mesh.RecalculateNormals ();
This code will draw a square at the position of the prefab, if you keep adding vertices you can generate a more complex mesh.
The source of information is a tutorial to generate mensh for a terrain like minecrat, check the link for more information.
edited Mar 8 at 14:00
answered Mar 8 at 13:45
Dom93Dom93
1019
1019
add a comment |
add a comment |
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With Unity3D Mesh class... docs.unity3d.com/ScriptReference/Mesh.html
– Dave
Mar 8 at 13:06
if you have the outline, the process you are looking for is called triangulation (if 2d is ok)
– zambari
Mar 8 at 13:27
Apparently you are using ARCore. You can use extracted points to create your meshes as @Dave mentioned. However, i highly doubt that you get a proper mesh at the end of this procedure.
– Ali Kanat
Mar 8 at 13:28