01-04-2023, 07:20 PM
Thanks for the reply and pointing out the road overlap thing - it shouldn't be a problem for my application.
Another approach I thought of was having one generator that could take in a dynamic spline and create the mesh, then copy that mesh at run time (much like the "export to scene" button you have in the inspector graph GUI) and then remove the input spline from the generator (so there are not two meshes). There would certainly be far fewer game objects with that approach. I expect to have hundreds of splines turned to roads through the course of playing a scenario in the game. Having a generator for each one after it's been placed and finalized doesn't make much sense unless there is something I'm missing?
Thoughts on that?
Thanks again!
Another approach I thought of was having one generator that could take in a dynamic spline and create the mesh, then copy that mesh at run time (much like the "export to scene" button you have in the inspector graph GUI) and then remove the input spline from the generator (so there are not two meshes). There would certainly be far fewer game objects with that approach. I expect to have hundreds of splines turned to roads through the course of playing a scenario in the game. Having a generator for each one after it's been placed and finalized doesn't make much sense unless there is something I'm missing?
Thoughts on that?
Thanks again!