ArrayMesh breaks my idea because it uses triangles

Godot Version

4.3-stable

Question

I am currently trying to make a MeshInstance that will act as modifiable ground. Everything is working perfectly but I just noticed that on 2 corners the elevation has a much closer range (half as far away). That’s because it only affects one triangle and the other one isn’t affected at all (images).

What should I do? I have no clue really. Tell me if you need to know anything more.



The desired effect is the longer one.

You will have to detect raised ground at that diagonal axis and join the faces in the other direction.

Works if the range of the elevation is either it’s neighbours, or neighbour’s neighbours max (range of 2). Pretty neat solution but it just breaks in a weird way (the same thing appears, only for 2 tiles though with a much bigger range), I’ll try experimenting with it and see how it turns out, maybe find a new method.