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Bug / Crash  Mesh Rendermode issue.
#4
(31-08-2022, 10:20 AM)Cairn Wrote: Thanks for the quick reply!

I found the issue. The model worked if exported to a new file, so I compared the import settings and noticed "Keep Quads" was checked on the mesh that didn't work. Tested on other meshes and keep quads broke the drawmesh for them too.

Could maybe be related to this? However they say it's been fixed.
https://issuetracker.unity3d.com/issues/...t-settings

When you draw a mesh, Unity requires you to specify the topology of that mesh (triangles, quads, points, lines, etc). Obi assumes all cloth meshes are made out of triangles so it tells Unity to use MeshTopology.Triangles, if a mesh isn't made of triangles then vertex indices will still be interpreted as triads (instead of groups of 4), so there's the problem.

Quad topology is only useful for tessellation shaders, so it should be disabled for cloth (or basically any mesh that won't use tessellation).

(31-08-2022, 10:20 AM)Cairn Wrote: I don't think I have an issue with the brush overlay in 2021.2.8f? Attaching a screengrab so you can check if I'm missing something.

Your screenshot looks fine to me. Not sure when/if Unity has fixed the caching issue with DrawMeshNow, but overlays are broken for me in 2021.3.0f1... good to know that it works in some versions at least! thanks Sonrisa
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Messages In This Thread
Mesh Rendermode issue. - by Cairn - 30-08-2022, 02:53 PM
RE: Mesh Rendermode issue. - by josemendez - 30-08-2022, 03:38 PM
RE: Mesh Rendermode issue. - by Cairn - 31-08-2022, 10:20 AM
RE: Mesh Rendermode issue. - by josemendez - 31-08-2022, 10:48 AM
RE: Mesh Rendermode issue. - by Cairn - 07-09-2022, 03:55 PM
RE: Mesh Rendermode issue. - by josemendez - 08-09-2022, 07:10 AM