


It's easier to create meshes with one unit wider. Is it possible to remove seams fully? I want to use that solution where I just create border on the plane of the current mesh and not move to adjacent mesh. So I tried to move the border vertices to overlap the adjacent mesh's most outer triangles (most outer strip):Īnd the result is almost perfect but the borders are visible (Solution B): If I generate one strip border and I normalize also the border vertices then these border triangles won't be there where adjacent mesh's edge triangles are located: The result is better but not perfect (Solution A): I tried to generate border for every side of the cube, call RecalculateNormals on the Mesh object and reassign vertices, indices and normals without the border. So the solution what I found: during vertex generation of a mesh also create border vertices and Unity will calculate correct normals and after that I remove border vertices and triangles from the mesh.
#Unity3d pro builder uneven normals full#
I've already search the internet for solution but I never achieved a full removal only just made less visible the seams.Ĭorrect me if I'm wrong but the root cause is this: Unity uses per vertex normals for creating smooth shading instead of flat shading and at the mesh edge the normals are not correctly calculated by the built-in RecalculateNormals method. My first step is to generate a cube and normalize all vertices. I'm currently working on a procedurally generated sphere but I can't get rid of those seams between the meshes.
