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Question Easy way to clean up "colinear" edges?

Discussion in 'World Building' started by dgoyette, Feb 2, 2021.

  1. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,195
    I'm not sure the best way to refer to this, but I'll call it "colinear" edges, because it's the existence of two edges in a PB object that overlap each other, but are not the same edge. I'm wondering if there's an easy way to automatically clean this stuff up.

    For example, let's say I start with an object like this:

    upload_2021-2-2_10-59-20.png

    Then I delete the middle face:

    upload_2021-2-2_10-59-44.png

    And then extrude the left faces to cover that missing area:

    upload_2021-2-2_11-0-55.png

    The issue is the point I've circled. Even if I weld all the vertices in this object, it doesn't auto-split edges based on other verts being found along the edge. The result is that if I move long edge, we see it's not attached to the other two extruded edges, and results in gaps like this:

    upload_2021-2-2_11-1-32.png

    When this happens to me, I have to go around finding all of the "colinear" edges in my model, subdividing them, and trying to get rid of any colinear edges. That can be fairly time consuming. Is there any current way to "clean up" these colinear edges, such that the edges are automatically subdivided and then merged with other verts along the edge?