Closed Azaberym closed 2 years ago
Hi @Azaberym , Sorry for the late reply. It has been a busy few days lately.
I believe this is related to an issue that has been coming up a few times related to planes and boxes tend to have clear visual defects after simplification. You can read more about this in the latest issue about this where I explained it in a bit more detail: https://github.com/Whinarn/UnityMeshSimplifier/issues/59
Unfortunately I'm not the author of the original algorithm, and quite honestly a lot of it is way about my expertise. I'd recommend this simplification for things like characters, animals, or certain environmental objects. It sucks with boxes and planes. And I have currently no plan to deal with that. I just simply don't have time nor the interest at the time. But I do welcome PRs if anyone is up for the challenge.
But as I said to the other person, if you find that the original algorithm works better in these scenarios, and you believe it to be a bug with my code, then please let me know! But I'm closing this for now.
After generating a level, I'd like to get rid of unnecessary vertices by combining different meshs then using the mesh simplifier.
In this exemple, I'm starting with a grid of 900 square plane merged in one mesh using Mesh.CombineMeshes (3600 Vertices 1800 Triangles):
At this point, i'm using SimplifyMesh with the PreserveBorderEdges option to try to get a simplified square. Here's what result (540 Vertices, 180 triangles):
While it is totally possible that there is something that I don't get about the way the API works, this result doesn't feel right.