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First of all the functionality is solid. Of course increasing the subdivisions a lot makes unity struggle, but the implementation is solid. Since the source code is open, you can really learn and understand how this algorithm works in practice. Personally, I learned a lot about how to implement an efficient 3d datastructure for mesh modification. Also it's pretty cheap. Thank you for this resource!
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b
Works well when it does, but too slow to be useful
2 years ago
bunexceptional이전 버전 2.0
I needed a way to smooth out my terrain mesh without using a more detailed heightmap. I would call Subdivide on the terrain mesh one time before the game started, but the game would completely freeze for minutes afterwards. When this does work, it works great, but it's far too slow to be automated.
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퍼블리셔 답변:
2 years ago에 답변됨
There is always a larger mesh that will cause the computer to freeze.
Works very well and very easy to use.
Unfortunately, vertex colors are not copied while subdivide, I'll try to figure out how to modify this
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퍼블리셔 답변:
2 years ago에 답변됨
Thanks for the idea. I'll fix it in the next version.
UPD: Vertex colors supported in version 3.0.0
l
Clean, easy to use
7 years ago
levi_unity498이전 버전 2.0
Does what it says on the box, easy to use
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e
Very helpful
7 years ago
ehanceMuse이전 버전 2.0
Works well in 2019.2.8f1 so far, thank you for making this!
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