Comments (6)
I also can't cut complex objects. Probably there is an overflow somewhere or something.
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I've just taken a look at this and its weird. Whatever is issue it seems to be a problem during the hull-generator phase where the vertices and indices of the re-constructed objects are all messed up. I'll keep looking to see if there is something i've missed... there might be some assumptions during the re-construction phase that i've forgotten about.
Also keep in mind that the slicer only works for Convex 3D Objects, the Toast is technically concave so even if the slice went through, you'd get artefacts around the cross section. You also might want to optimise that Toast, this is an O(n*log(n)) algorithm so it'll be quite slow for a 500k poly model.
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I solved the problem! It was indexFormat (by default 16 bit) which is not enough for large polygon models. I added for myself to Slicer.cs after
298 Mesh newMesh = new Mesh();
next code:
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
Perhaps somewhere need to add a check for the number of vertices to select the index format.
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Great fix @OzKitsune ! I didn't realise that Unity uses 16 bit indices by default and thought its all 32 bit. 32 bit would double the storage requirement per index but I don't think thats a huge concern for modern hardware including mobile.
I'm happy to accept this fix as a pull request if you'd like to submit one?
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@DavidArayan sure, created a request.
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@OzKitsune Thank you for the pull request. It has been merged with master branch. Cheers!
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Related Issues (20)
- Apply to Animated Model? HOT 5
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
- Script Doesn't Link To Editor HOT 2
- Oculus Quest crashing HOT 7
- Slicing Unity's sphere results in meshes with uncovered holes HOT 5
- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Get the intersection points HOT 2
- Lost HOT 4
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
- Ezy Slice - imported objects don't get sliced HOT 4
- Randomly doesn't slice (this could well be user error) HOT 2
- Can't download the project through unity git system. HOT 1
- [bug]Cut a hollow object in the middle. The object after cutting is incorrect HOT 1
- I'm curious. This object is not complex, but it can't be cut HOT 1
- Unexpected hole patching after slice HOT 1
- how can i add internal material to sliced object
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