Heyo, i just now found out about this set of Csharp Geometric Librarys (Geom3Sharp) that would probably work well for mesh manipulation, but i wanted to ask about the drawbacks from using something like this. does unity meshes work well with these types of meshes? seems like there would be way more overhead because if you wanted to edit a mesh, you would cast it to this library, change it, and cast it backwards, or always keep a second version of the mesh to change it.
Heres the Unity specific one i was looking at: https://github.com/ViRGIS-Team/ViRGiS-Geometry
For my use case I'm implementing a tree chopping mechanic that a game is based on, and it allows the player freedom in where to chop it. for both editor and runtime purposes, i need to be able to fill the holes in a tree mesh, but am having trouble defining what holes are using meshes without the probuilder treatment. (editor is because i want to create collision meshes, but the algorithm i use requires closed meshes)
I could probably find extra uses in editing the mesh, but for now i only need to be able to fill holes.
Are these libraries decent for transforming meshes, or does the differences in a unity mesh vs them cause performance issues with the libraries?
Probuilder is defo a second choice to use to fill holes, but to use it at runtime requires me to have all of the meshes controlled by probuilder with the mono overhead.
Any advice on this is appreciated, or what workflow changes would you suggest to avoid headaches while being able to use these