This page has been translated automatically.
Getting Started
Migrating to UNIGINE 2.0
C++ API Migration
UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
Usage Examples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

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: 03.07.2017
Build: ()