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Vertex Filter - By Axis

Vertex Filter - By Axis

Vertex Filter - By Axis is a Vertex Filter component which, in combination with Mesh Cutter, allows you to select portions of a mesh to delete or hide, based on whether they are on one side of a plane.

When should I use it?

One common use case for Vertex Filter - By Axis is to allow you to select one side of a mesh, in cases where the same UV coordinates are used for both sides. For example, if you have a ribbon mesh that uses the same texture coordinates for both left and right sides, you can use a By Mask filter to select the ribbon as a whole, then use a By Axis filter to restrict it to only one side.

When shouldn't I use it?

When creating assets for distribution, some care is needed when using Vertex Filter - By Axis. Because the shape of the avatar, and therefore the portion of the mesh selected, might change if the end-user uses a Scale Adjuster, it's recommended only to use By Axis filters for rough selections - such as selecting only the left or right side of the model - and to use other filters such as By Mask for precise selections.

Setting up Vertex Filter - By Axis

Vertex Filter - By Axis must be attached to a GameObject with a Mesh Cutter component. You can add it by clicking the "Add Vertex Filter" button on the Mesh Cutter component, or by adding a Vertex Filter - By Axis component manually.

Once you do, click the Edit button to show a gizmo that can be used to adjust the position and orientation of the By Axis plane. The plane is infinite, and divides space into two halves - vertices on one side of the plane will be selected, while vertices on the other side will not. The white arrow gizmo indicates the side of the plane that will be erased.

The Center and Axis fields are interpreted in the local space of the renderer.