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Resolved - Creating mesh with threading - Unity Forum
Feb 21, · Unity Procedural Mesh Generation. This project is following and implementing the ideas of the 3D Procedural Mesh Generation Fundamentals in Unity course on Udemy. The core idea here is to build meshes at runtime, with some (naive) examples for Coding in Unity: Mastering Procedural Mesh Generation is a course I made that you can take on Udemy.. In it, you can learn how to procedurally generate meshes in Unity 5, and You'll start with simple shapes and work your way up to complex, fractal landscapes Jun 16, · But the tutorial focuse on creating an endless terrain with a lot of diffrent features which is fairly embedded in the code, and for me to try and seperate the mesh generation and threading is hard. And i have googled for more information about MeshData and threading without any good results

Coding in unity: procedural mesh generation free download
Coding in unity: procedural mesh generation free download in ' Scripting ' started by FederalRazer89May 10, Search Unity.
Log in Create a Unity ID. Unity Forum. Forums Quick Links. Sign in to stay up to date. Unity needs your input! Please fill out this very brief survey for Operate Solutions. Unity Success Hub Unity Operate Solutions Survey. Resolved Creating mesh with threading Discussion in ' Scripting ' started by FederalRazer89May 10, csharp terrain.
Joined: Nov 24, Posts: Hello I been generating some mesh with the help of some tutorials like this one. Last edited: May 21, FederalRazer89May 10, Joined: Apr 10, Posts: 1, What is it you are having troubles with specifically?
Do you know how threading works? Or is your problem more related to the fact that you cannot work with most of the Unity API off the main Unity thread? In the end, you'll have to threat your meshes like arrays of numbers which is what they arewhich you can crunch on a different thread, and then synch that info with the main thread and create the mesh there.
Purely mathematical things are comparably easy to outsource to a different thread. So you can rather easily outsource things like the perlin or other noise generation and do things based on it. I followed the tutorial by Sebastian Lague a while back when i first got into procedural generation and i believe it's pretty well made. Extracting the multithreading from one video alone may be a bit much, but if you followed along with the tutorial ie, typed the whole thing down while following ityou should understand which part does what, and how to translate that knowledge to your own project.
Threading itself is a rather advanced topic. There are some tools to make it easier for the user, like the newish DOTS in Unity, where you can use Jobs to rather easily outsource work off the mainthread, while the Job system manages all of the threading for you and is extremely efficient. It's also possible to write efficient mesh generation code with it, as i used it for exactly that in the past but i cant say i can recomment it to a beginner. It's an absolute nightmare due to lack of documentation and so on at the moment.
If you are working on heightmap procedural terrain ie, no overhangs and cavesthen an 'easy' way to approach multithreading is to simply generate one full chunk per thread. This is not the most efficient thing you can do, and you will still need to create the mesh itself on the main thread, but you'd at least utilize multiple threads if multiple chunks need to be generated at the same time.
YorekiMay 10, BricktronicFederalRazer89 and Kurt-Dekker like this. As a rule of thumb, maybe for some extra guidance, let me try to roughly explain the whole idea: First get yourself some threads. Creating the thread is the only somewhat expensive part about the whole thing, so you dont want to constantly create new threads.
Instead keep them around if possible. Base the number you create on the number of available cores which you can read out and your needs, of course. Alternatively you could use DOTS, since it handles all of this for you and comes with a pretty hefty 'free' performance gain, but you'd have to get into it.
Nothing better, performance wise, but i really wouldnt recommend it for now. After you got your worker threads up one or the other way, you want to outsource your current task to that thread - or multiple ones for a more advanced system, but let's keep it simple for now. The only thing you cannot work with off the main thread, are big parts of the Unity API.
This means, you'll need to strip your current approach of all things that cannot be done off the main thread. Namely, but not exclusive to, meshes. This doesnt mean, however, coding in unity: procedural mesh generation free download, coding in unity: procedural mesh generation free download you cannot work with meshes.
It just means you cannot use the mesh object itself off the main thread. And you dont need to. Coding in unity: procedural mesh generation free download only thing you most likely do with the mesh object, is assign mesh.
vertices, mesh. triangles and mesh. uvs some content. Instead of doing that, simply calculate the content for vertices, triangles and uvs which are just arrays of numbers like you are used to. Once the thread is done which you can regularily check from the main threadyou can collect these results and then assign them to some mesh on the main thread.
This puts the heavy load off the main thread, which now only needs to assign some values. Generally speaking, just do that per thread in case you need more than one. All of this said, heightmap based procedural terrain is very comparably cheap to calculate. Getting the load off the main thread is always a good idea for these kind of things, coding in unity: procedural mesh generation free download, but if you are experiencing major slowdowns, there is probably something else wrong with your approach, so you may want to check the profiler in Unity to figure out what's going on.
YorekiMay 11, FederalRazer89 likes this. MapDataThread callback. new Thread threadStart. Start. lock mapDataThreadInfoQueue {. FederalRazer89May 21, I dont really work with delegates, and last time i implemented something bigger with "normal threading" was in Java, coding in unity: procedural mesh generation free download. However, the type you are using is up to you, as long as you make sure to prevent concurrency problems.
If you have problems understanding some of the involved topics into threading, then try looking up what problems threading can cause.
Most of the essentials of threading are fixes for those problems. Threading in general is a bit more advanced topic tho, since the problems originate in the architecture of modern CPUs.
On a single thread, everything happens sequentially, so basically nothing can go wrong other than you not properly defining what you want, ie bugs. This can cause severe problems for most tasks, even trivial ones like incrementing a number a couple times. These are the things you need to understand, because these are the problems that are prevented by things like 'lock'. Last edited: May 22, YorekiMay 21, Well i am going to do some testing after i get some sleep.
I have done a bit of testing and a lot of reading, also some youtube videos. So i kind of know what i want to do with threading and how i will try to work with it. But i have one thing that i couldn't find any info about threading in Unity.
And that is if the idle worker threads impact performance when i create new threads or use thread pool? Is it possible to assign any task to those work threads or do you have to go thought the JOB system? Wouldn't mind going checking out how to use JOB system, but i planed to start learning the JOB system and ECS when i reached a point were i hade several gameplay systems up and running.
And as Yoreki mentioned ECS do lack a bit of documentation, so it would take potentially a lot more time to learn how to use JOB system and ECS. FederalRazer89May 28, Tried to implement some of the things i have learned, but got stuck on with some error referring to HD pipeline. Might be that i introduced some bug with my script, but when i compile in VS it don't complain.
So i am not sure were i should start troubleshoot. If anyone could point me in the right direction that would be nice using unity version high-definition 7.
cs UnityEngine. cs Rethrow as TypeInitializationException: The type initializer for 'UnityEngine. FrameSettingsHistory' threw an exception. RegisterCamera UnityEngine. cs The script Code CSharp :. using System.
using System. Collections. Concurrent coding in unity: procedural mesh generation free download. Generic. using UnityEngine. Threading. public class TerrainGenerator : MonoBehaviour.
Coding in Unity: Mastering Procedural Mesh Generation - learn Unity
, time: 1:17Coding in unity: procedural mesh generation free download

Jun 16, · But the tutorial focuse on creating an endless terrain with a lot of diffrent features which is fairly embedded in the code, and for me to try and seperate the mesh generation and threading is hard. And i have googled for more information about MeshData and threading without any good results Feb 21, · Unity Procedural Mesh Generation. This project is following and implementing the ideas of the 3D Procedural Mesh Generation Fundamentals in Unity course on Udemy. The core idea here is to build meshes at runtime, with some (naive) examples for · Learn how to procedurally generate meshes in Unity 5 to You'll start with simple shapes and work your way up to complex, fractal landscapes. This is a code-along style course where you'll learn how program meshes at each stage. Learn, Understand and Master Procedural Generation with this Intermediate Unity Course/5()

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