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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Static Mesh

A  static mesh is an object that represents a collection of vertices, edges and triangular faces (organized in polygons) defining the object's geometry. The static mesh can be moved, rotated and scaled, but cannot be modified: vertices of the static mesh are immutable.

Static meshes are usually used to add non-animated geometry: buildings, furniture, vehicles, and so on.

Static meshes consist of groups of polygons that called surfaces. Each surface requires a separate draw call to the GPU. To render a surface, the material should be assigned to it. Each surface has 2 UV channels. Read more about surfaces and materials here.

Static meshes are created in the third-party graphics programs (such as 3ds Max, Maya, etc.) and can be imported via UnigineEditor and converted to the UNIGINE native format (.mesh). In UNIGINE meshes have a float precision. That is why it is highly recommended to export meshes from third-party graphic programs near the origin and then place the mesh in UnigineEditor.

The mesh limitations set in UNIGINE:

Maximum number of vertices per mesh 4,294,967,295
Maximum number of surfaces per mesh 32,768

See Also#

Adding a Static Mesh#

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

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

  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 Mesh field.
Last update: 2023-12-19
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