How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor.
I know it is possible to generate multiple vertices per corner, as in but that’s 24 vertices instead of 8 for a simple box. Would this be a performance problem?
I know that ) contains multiple UVs per “wedge” (properties stored for each corner of each face). But I don’t know how to set or create the equivalent in custom mesh component (except by duplicating vertices).
I know that (as he explains here), but I don’t really know how to make one UV set correspond to one face.
I am looking for an efficient solution in terms of performances.