This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Dynamic Mesh

A  dynamic mesh is an object that represents a collection of vertices, edges and triangular faces (organized in polygons) defining the object's geometry that can be modified procedurally. It has all the static meshes' shader functionalities, so you can load an existing static mesh as a dynamic one in order to modify it.

It is usually used to modify the mesh instance because of interaction (impact, shot, tear-out, etc.) or, for example, to create dynamic changing surface: cloth, rope, wire, liquid and so on.

Dynamic meshes can be procedurally created by using Unigine or third-party plugin or library.

Notice

The max number of surfaces organized in hierarchy for dynamic mesh is 32768.

See Also

Adding a Dynamic Mesh

To add a dynamic mesh to the scene via UnigineEditor do the following:

  1. Run UnigineEditor.
  2. On the Menu bar, click Create -> Object -> Mesh Dynamic.

  3. In the dialog window that opens, choose the path to the .mesh file.
  4. Place the mesh somewhere in the world.
Notice
You can change the path to the mesh at any time in the MeshDynamic tab.
Last update: 2017-07-03
Build: ()