Viktor Grigorev spent weeks rebuilding his mesh boolean system in Unity from the ground up because the first version wasn’t reliable enough. The goal of this project is to create a procedural mesh system for Unity with a custom data structure, a fast Burst-powered backend, and a node-based editor. The system also keeps important mesh data, like materials and attributes, intact while objects are being edited by tracking how each part was created. Also, it supports optimized packed primitives designed for efficient GPU instancing.

The idea is to make runtime mesh editing easier, things like slicing, customization, destruction, or use as a procedural modeling tool inside the Editor.

Victor is planning to release the nodes as an asset on the Unity Asset Store, while some core parts of the mesh may be open-sourced. He is also sharing development updates through his dev blog, where you can follow the progress and learn more about the project. If there are any specific features you’d like to see, you can reach out and let him know.



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