This question is basically a reflect of this thread I started, but I suspect no one can answer this. I have a mesh with a cubemapped Texture2D that assigns height values to shared uvs. The mesh is getting split at those points and I'm trying to figure out how to either average them together (but they aren't separate verts?) or make my height loop skip one of the two shared UVs (but UVs only have 1 coordinate?)
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
2 People are following this question.
Isolating and separating geometry of a mesh
can 5 verts and 4 triangles be done on a square texture?
Manual UV-Mapping of a Primitive Cube
Scale mesh but keep original uv?
Split an object/mesh on diferent objects/meshes?