🚩可视化编辑地形插件(CurveTexture2D v1.0.5) 功能上新啦!

口号都出来了,“氪金使你强大”

:space_invader:

:)) Paid for it.

:space_invader:Aha! If you have any usage issues, feel free to DM me or leave a public comment here.

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v1.0.6 更新 已上线 商店地址

Where is 1.0.6 version?

Under review。
It is expected to be launched tomorrow after approval.

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It has been approved and launched. v1.0.6

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看着不错,帮顶!

Looks good but game logic still too high :laughing:

Currently, the data required for Mesh is being updated in real-time using Utils static mesh API. You can try switching to dynamic API creation instead. What does your specific usage scenario look like? Could you briefly describe it?

I’m just using your scene_BASE2 without a physics container.
So when scaling the number of texurecurve the game logic is going up :smile:
I knew that should be like that but more optimized about game logic it will be more perfect.

Is your data static?
Does it change dynamically during runtime?
If the data is static, the game logic won’t undergo significant changes during runtime,
and the number of triangles will also remain static,the mesh will not be updated after runtime unless your control point data changes.

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Yes, it’s dynamic.
I use it for the threadjam game :wink:

like this dynamic pipe below?

mm… like that.

  1. You can first use the current version based on development requirements and test it on your actual target device. If optimization is needed, consider modifying the mesh creation process to ​ pre-generate dynamically ​ in advance. link
  2. If you need a ​ dynamic mesh creation ​ usage example, I can share the code with you. I’m also considering adding a createDynamicMesh version in ​ 1.0.7 .

:pray::pray::pray::pray::pray:

Sound good.
Hit me by your code :smiling_face_with_three_hearts:

1.0.7 will be released very soon. Be patient.​ :slight_smile:

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