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Messages - Sleepy

Here's a bit more detail.
This is a new Unity project with only MeshMaker imported. I downloaded a fresh MeshMaker 1.9.7.
Unity complains about the use of some "obsolete" API during the import. Pity they don't give more detail. I chose the Go Ahead option.
The debug message claims to come from SubdivideTriangles().
This is not high priority. I am detail oriented and I just wanted to log these minor issues while I noticed them. Unity must be a bit of a moving target!
You got it - I made a few changes then typed a lot of Ctrl-Z. I wanted to undo everything and start over.

(Log messages attached.)
I started a new project, created a cube, locked it, selected the top two triangles, subdivided them.
The Shader Warning seems to be associated with the Mesh Maker button panel.
The 26.0 debug message is associated with the Subdivide Triangles button.
First Ctlr-Z makes the cube invisible but leaves the box collider. The Inspector shows Mesh Filter: [none] and the Mesh property has Missing (Mesh).
Second Ctrl-Z brings back what looks like the original cube. The top triangles are no longer subdivided. The Mesh Filter in the Inspector is now correct, but there is an additional Box Collider. And that Undo.AddComponent message is logged.
Third Ctrl-Z undoes cube creation.
Interesting that Ctrl-Y works just fine from here. First the cube reappears, then the Box Collider only appears, then the cube with subdivided triangles appears.

Do you want any more details?
Happiness! Except for the torture of having to wait...
Still, I'd rather wait longer for better features than have you rush out something broken.
That's good news. Sounds like it will make a nice Christmas present!

One of my reasons for buying Mesh Maker was the selection of tools. And it will be even better value with yet another tool.
To eliminate holes in my meshes it would be nice to be able to combine edges or verticies.
In my attempt to make a pyramid on top of my cube I subdivided the 2 top triangles, deleted 2 of the resultant triangles but then was left with 2 verticies and 2 pairs of edges that I wanted to combine.

I'm not sure how important it is to have meshes closed but I like them neat.
Feedback / Feature request: Mesh Editor: Subdivide edges
September 22, 2015, 04:25:30 AM
It would be nice if edges could be divided.
I want to turn a cube into a cube with a pyramid on top. One way would be to select the edge across the top face and divide it. This would create a new vertex in the middle of the edge. If necessary it would also divide the two triangles sharing the edge, creating 2 new edges and 2 new triangles.
I could then select the new vertex and drag it away from the cube to form my pyramid.

Attached is a picture of what I want to achieve.
I have been playing with Mesh Editor on a cube. Just dragging some vertexes around, subdividing a triangle, not too much.
If I then hit Ctrl-Z (Undo) a lot my cube ends up vanishing, there are warnings in the console, and the original cube gets lots of Box Colliders. See attached screenshot.
Console says to use Undo.AddComponent instead of GameObject.AddComponent.
Unity 5.2.03f Personal. Mesh Maker 1.9.7.