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Flickering Mesh After Export

Contributor ,
Dec 29, 2016 Dec 29, 2016

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I created a mesh out of a simple outline, and unlike every other mesh I've made, it flickers after export.

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LEGEND ,
Dec 30, 2016 Dec 30, 2016

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Flicker? Export? You are speaking in riddles. You need to explain properly what you are actually doing.

Mylenium

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Contributor ,
Dec 30, 2016 Dec 30, 2016

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Well, exporting explains itself.

The mesh disappears as I orbit the 3D Camera. Some of the triangles on the

end, and sometimes the whole mesh disappers and comes back while orbiting.

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Contributor ,
Dec 30, 2016 Dec 30, 2016

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I've been creating meshes for game creation, and while every other mesh I've made has not had this problem, this particular one does.  I DO notice that there are numerous boundary constraints that were on this mesh, maybe that's why?

I never planned on putting those constraints there.  There are almost 20.

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Contributor ,
Dec 30, 2016 Dec 30, 2016

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Screenshot (29).png

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Contributor ,
Dec 30, 2016 Dec 30, 2016

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"I'm guessing you are drawing only the outline and let photoshop generate the mesh?

What I see on your screenshot is one single polygon with MANY MANY sides.

A graphic card is only capable of drawing triangles.

When you import a mesh in Unity that have polygons with more than 4 sides, it will try somehow to cut it to have triangles but it's wrongly done most of the time.

(4 sides because it's easy to cut to have 2 triangles).

It's very important before importing a mesh into Unity to check if your mesh contains only polygons with 4 or 3 sides (Quads or triangles)."

This was posted to me in another forum, and I don't know how to figure out whether this mesh has this or not?

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