World Space UV Mapping in Unity 3D
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Who knew primitive worlds could be such fun?
Submitted By admin on 09/08/05
Aubrey Falconer, admin, Documents, coding, unity3d
My current work on the Whirld project involves dynamically generating game worlds using a bunch of positioned, scaled, and rotated primitives such as cubes.
The problem with this approach to world definition is that Unity's cube object's default UV maps are affected by the scale - and not affected by the position or rotation - of their cube; producing terrible looking texture seams and "z-fighting" faces whereever cubes intersect in a world.
Problem solved.
I recentlly finished a Unity script to generate UV maps for meshes "in world space", ensuring that textures on any given plane line up with each other wherever they intersect - even between meshes.
If you are interested, you can find the latest source code and discussions for this system @:

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