This is an overview of a Unity 3D Engine prototype for processing MagicaVoxel OBJ meshes into submeshes for each voxel color so that they can be assigned different materials, physics materials, collider layers, etc.
In August I was using MagicaVoxel to prototype a videogame’s 3d overworld. It was looking pretty good.
But then I ran into an annoying problem. Continue reading