A few days ago I made my own range circle indicator for my personal Tower Defense project, which worked well while still being performant!
After making it, I decided to add in an effect where unaccessible regions would be highlighted in red (which is more apparent if you look at games like BTD6). While I did manage to somewhat make it, it would often times glitch out so I ultimately scrapped.
For those wondering how the effect was made. The entire thing is essentially just one EditableMesh, where vertices would be adjusted depending on raycasts and if it hit something.
This is possible without editable meshes but not very performant
this is an awesome use case for editable meshes, I remember seeing posts about this sort of thing being made before with complicated math involving multiple triangle parts.
Hello, the glitch mentioned wasn’t because of anything related to EditableMeshes.
It’s just that the way I implemented the red regions would often times make it glitch out (either because of my poor math skills or bad coding).