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I am finally working on integrating this into Stride3d and I am having trouble actually generating the mesh for debugging purposes.
As far as I can tell in your demos for Unity the methods used only require that the vertices are provided as far as I understand it. in the Unity example I see you are generating per poly but in my generated mesh some poly data has more than 3 points depending on the tile.
I didnt realize DrawAAConvexPolygon was for drawing an arrow not the poly mesh.
In the code above you can see one of the polys has 24 verts or 8 Vector3 points. am I just meant to try and make my own indices or is there a way to get that data from the navmesh?
The text was updated successfully, but these errors were encountered:
I took a break to work on some other things. I will give this a try soon as I am back to working on it.
I think the issue I had with detailTris is some of the data was wrong? there were indices that had a value of 700+ when the mesh was well below 100 vertices so it cause issues. Ill try again to make sure I didnt miss something, thank you!
I am finally working on integrating this into Stride3d and I am having trouble actually generating the mesh for debugging purposes.
As far as I can tell in your demos for Unity the methods used only require that the vertices are provided as far as I understand it. in the Unity example I see you are generating per poly but in my generated mesh some poly data has more than 3 points depending on the tile.I didnt realize
DrawAAConvexPolygon
was for drawing an arrow not the poly mesh.In the code above you can see one of the polys has 24 verts or 8 Vector3 points. am I just meant to try and make my own indices or is there a way to get that data from the navmesh?
The text was updated successfully, but these errors were encountered: