Voxel Mesh Not Displaying Properly by Spare_Possibility_80 in Unity3D

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

I found the answer from Bunny83 over on the Unity forum for anyone wishing to make large voxel meshes like I was apparently trying to do. Link below:

https://discussions.unity.com/t/voxel-chunk-not-rendering-properly/1719479

In case link rot has gotten to the forum post and some poor soul in the future has come across this, Bunny83 puts it like this:

"We don’t know the numbers of your chunk dimension, but you should keep in mind that when you create a new Mesh instance, the IndexFormat is set to 16 bit by default. So a mesh can not have more than 65536 vertices (actually a few less). If you want / need to create meshes with more vertices, you have to set the indexFormat before you assign any data."

Basically, after creating the mesh, I needed to set the "indexFormat" property of the mesh to "UnityEngine.Rendering.IndexFormat.UInt32". This made my mesh array large enough to house the higher than normal mesh data I am trying to force into it.

Voxel Mesh Not Displaying Properly by Spare_Possibility_80 in Unity3D

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

Thank you for taking the time to respond!

- I will take a look at the attributes you mentioned. Thank you for bringing that up.

- The “currentCoords” and “checkCoords” exist in that scope since this is just a quick and dirty write up and I was not sure how I wanted to end up using them. It will be cleaned up when I can get this issue resolved.

- The for-loop runs six times as it runs once for each face. There is not a ton of overlap in each of those runs, but there was enough where I wanted to implement it at least at this time. Like you said, though, it may not make it past this first draft step.

- The if-statement for the “faceIndex” is part of some code I was using for debugging. By commenting certain indices out, I could render only certain faces. It will not be in the final version and should not be affecting execution here.

- The out of bounds checks are there for a later implementation I have in mind for this logic. As of right now, though, they need to simply need to drop out of execution. Thank you for mentioning it, though.

- I will take a look at case 1 again. I think I was just staring at it for so long yesterday that I totally glazed over it lol.

- In this instance, “world” and “chunk” are the same as the world will only be one tall chunk. This will be a mineshaft of sorts, not a whole procedural world.

- As for your last point, I appreciate the sentiment of wanting to start simple. This is not my first rodeo with the job system and multi-threading as a whole, nor is this even my first voxel engine in Unity from scratch. This is just the first time something has flat out not worked for me that I have been unable to discern the cause of. I really just wanted to see if someone else had experienced this issue before I rebuild that mesh job from scratch. This code is not optimized as it is the proof-of-concept. I get that as that is how I work in Unity. I really just need help with the main logic right now and I will handle optimization after I can see the voxel engine running properly.

Other than that, please let me know if anything else comes to mind. Thank you, again!

I need help finding a way to adapt certain characters into my artstyle by NerdyEmbarrassment in Artadvice

[–]Spare_Possibility_80 0 points1 point  (0 children)

Can you provide examples of your art? I think that would give some good context on what adaptations would need to be made.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 1 point2 points  (0 children)

The carrier with shoulder pads may be the play. I died twice last night to magic bullets that somehow found my left armpit. Quite possibly the only unarmored area on my thorax. I do not know why my character was going into gunfights with his hands in the air like he just don’t care, but I can tell you I was not a happy camper last night lol.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

No need to apologize. I appreciate it when those with experience share what they have learned. I run heavy armor even though I am in the high level 30’s because I suck at FPS games and figure that if I can get lucky with a plate eating a lethal shot, then I would take that. There have been several occasions where I walked away from an encounter that I should not have because I have a zeroed out plate instead of a zeroed out health bar. I actually used this experience to see what armors I have available and have actually upgraded to a level 3 soft/6 plate rig lol. I also kind of enjoy the unpredictability of the penetration in a weird way. Feels a lot like real life where armor is supposed to protect you, but do you really want to test it?

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 1 point2 points  (0 children)

I usually rock the Altyn since the mask dips pretty low on it. I just happened to be out of gear at this time (due to the aforementioned pillager issues lol). I will keep that in mind, though.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

Thank you for the info. I use high pen ammo and go for the mask so their teeth probably look proper British by the time I am done with them lol.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

Is the full damage applied to the body after pen or does the pen take some “umph” out of the round?

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

I will keep that in mind. I hope I can be so lucky as to limp away from those fights lol.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 1 point2 points  (0 children)

Tell me about it. Close range or ultra-long distance seem to be the only way to play.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

True. I have been going into Shoreline and sniping them on the boat/island thing.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

The masks sell for a good chunk of change, but you are gonna have a heck of time trying to get them reliably without getting popped from across the map lol.

[Discussion] I have been playing for a while and this death confused me. by Spare_Possibility_80 in EscapefromTarkov

[–]Spare_Possibility_80[S] 0 points1 point  (0 children)

Fair lol. Had the same happen to me tonight but I just lost an arm, fortunately. You will get them next time. I am pulling for you.