Mirrored mesh and wrong UV map runtime export

断了今生、忘了曾经 提交于 2019-12-04 22:21:36

I did not solve the issue in a proper way from Assimp.

The basic solution we used was to scale negatively the axis that was flipped in the object transform.

A more appropriate solution would have been to feed all the vertices to a matrix in the Unity side so it resolves the position of the vertices properly.

  • Get vertex list
  • foreach vertex multiply with rotation matrix
  • Assign array to mesh
  • Use mesh to render
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