Procedural Meshes in Unity – Creating Enemy FOVs Part 1

Hello everyone, I’m currently working on a game in which a stealth mechanic based on enemy fields of view (FOVs) will be included. To implement a visualization of these FOVs, I’ve used procedural mesh geometry, or a fancy way of saying shapes created manually through lines of code, as well as some math. Since I never needed to manually generate meshes in Unity before, I had to search around for answers on how to do so, which took me longer than it should have. While it didn’t take long to find general answers on mesh generation and general answers...

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