Creating a procedural mesh with rectangular cutouts in Unity

As part of my ongoing work to create sentient spaces, I’d like to be able to create a procedural model of the sentient space in Unity. The idea is that the model is pretty simple – walls, floors, ceilings, windows and doors are about the extent of my ambition right now. I realized that doors and windows really required planes with rectangular cutouts and I thought it would be fun to try this from first principles. The screen capture above shows the result and it seems to work quite nicely.

Procedurally generating the model means that it will be quite easy to specify the sentient space. It’s just a case of measuring each room and then entering the parameters into a file. The Unity app can then read the file on startup in order to generate the model. In principle, this model definition could come from a cloud source which also supplies materials and other configuration data. This will lead to a standard Unity app that can be used in any sentient space. The model itself is really targeted at VR users of the sentient space. AR users do not need the model of course as they can see the real thing. In their case, they would need to download the data they need for persistent objects in the sentient space when they first enter the space.

The mesh generated by this code is hardly efficient however as it creates a lot of triangles. The next step for this code is to grow the individual triangles as much as possible to keep the triangle count down and allow the spatial resolution to be increased as much as desired without significant impact.

The Unity project (PuncturedPlane1) is available here.

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