based heavily on this: http://forum.unity3d.com/threads/192077-Community-Format-Proposal-UNITYMESH?p=1309128#post1309128
The format is as described later in the thread, with invididual data being separated into chunks, with each chunk having an identifier.
chunks are identified as follows, currently
- 1: vertices
- 2: uvs
- 3: triangles (not used by default)
- 4: submeshes (used instead of triangles by default)
- 5: normals
- 6: tangents
- 7: vertex colors
- 8: bone weights
- 9: bind poses
no uints have been used, as it made the format harder to write (most variables like array Length are in int anyway)
UVs: uv and uv2 are stored into one chunk, like so:
{
int uv count
int uv2 count
float uv 0.x
float uv 0.y
float uv 1.x
float uv 1.y
...
float uv2 0.x
float uv2 0.y
float uv2 1.x
float uv2 1.y
...
}
Submeshes, by default, are used instead of triangles, as the mesh.triangles variable is identical to submesh[0] the format is stored like so
{
int mesh.subMeshCount
int submesh0 size
int submesh1 size
...
int submesh0 tri0
int submesh0 tri1
int submesh0 tri2
...
int submesh1 tri0
int submesh1 tri1
int submesh1 tri2
...
}
A format for storing models with components attached.
Format layout is subject to change
Open sln in visual studio, press f6. Should output to a bin folder in the root
UnityMesh is distributed under the MIT license as following:
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