Terrain To Mesh
  • Terrain To Mesh
  • Quick Start
  • Editor Window Settings
    • Mesh
    • Material
    • Objects
    • Save
  • Update Splatmap Shader
  • Run-time API
    • TerrainToMesh
      • ExportMesh
      • ExportTerrainLayers
      • ExportSplatmapMaterial
      • ExportSplatmapTextures
      • HasHoles
      • ExportHolesmapTexture
      • ExportBasemapDiffuseTexture
      • ExportBasemapNormalTexture
      • ExportBasemapMaskTexture
      • ExportBasemapOcclusionTexture
      • ExportGrassTextures
      • ExportGrassAtlasTexture
      • HasPrototypes
      • CountPrototypes
      • ExportPrototypes
    • TerrainToMeshUtilities
      • GenerateGrassMesh
      • GenerateEdgeFallTexture
      • ConvertMeshToOBJ
      • ConvertMeshToOBJAndSaveToFile
      • ConvertMeshToOBJAndAppendToFile
      • GetDefaultMaterial
      • GetDefaultShader
      • GetDefaultShaderProperty
      • SetupDefaultMaterial
      • SetupAlphaCutoutForDefaultMaterial
      • ConvertPrototypesToTreeGameObjects
      • ConvertPrototypesToGrassGameObjects
      • ConvertPrototypesToGrassMeshes
      • ConvertPrototypesToDetailMeshGameObjects
      • ConvertPrototypesToDetailMeshes
      • CalculateExportedMeshVertexCount
      • SetMeshPivotPoint
    • TerrainToMeshEdgeFall
    • TerrainToMeshPrototype
    • TerrainToMeshConversionDetails
  • Help & Contact
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Convert Mesh To OBJ And Append To File

void ConvertMeshToOBJAndAppendToFile(Mesh mesh, string savePath, ref int objTriangleIndexOffset)
void ConvertMeshToOBJAndAppendToFile(Mesh[] meshes, string savePath, ref int objTriangleIndexOffset)

Converts meshes into OBJ format and save them inside already existed OBJ file on the hard drive.

objTriangleIndexOffset - Sets and adds offset to the triangles indexes of the OBJ meshes.

//Example of converting multiple meshes into OBJ format meshes
//and saving them all inside one OBJ file

//Create empty OBJ file
System.IO.File.WriteAllText(objFileSavePath, TerrainToMeshUtilities.GetOBJHeader());


//Initialize triangles index offset
int triangleIndexOffset = 0;



//Converting terrainData_1 into a mesh and saving it in OBJ format file
Mesh mesh_1 = terrainData_1.TerrainToMesh().ExportMesh(100, 100);
TerrainToMeshUtilities.ConvertMeshToOBJAndAppendToFile(mesh_1, objFileSavePath, ref triangleIndexOffset);


//Converting terrainData_2 into a mesh and saving it in OBJ format into already existed file
Mesh mesh_2 = terrainData_2.TerrainToMesh().ExportMesh(100, 100);
TerrainToMeshUtilities.ConvertMeshToOBJAndAppendToFile(mesh_2, objFileSavePath, ref triangleIndexOffset);


//Converting terrainData_3 into a multi-chunk meshes array (4x4) and saving them all in OBJ format into already existed file
Mesh[] meshes_3 = terrainData_3.TerrainToMesh().ExportMesh(100, 100, 4, 4, true);
TerrainToMeshUtilities.ConvertMeshToOBJAndAppendToFile(meshes_3, objFileSavePath, ref triangleIndexOffset);

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Last updated 1 month ago