j & # 39; I structures in voxels (gameobjects cube), and I want to do complex structures of them.
But I do not always want to place them on the grid. I want them to be more realistic, like diagonal:
(Do not worry about these visual artifacts)
(If I wanted to make a fortress like this on the grid, these diagonals would be ugly and zigzagging.)
My problem is that, because of that, there would be double voxels at overlapping locations. I want remove each cube (for example from the selected wall object) that are being FULLY riding.
This way, there will be no double voxels (only partially on the edges, which is good) and it will look good too.
How could I check that? I do not want to edit the structures manually because the angle and the other object may vary. Therefore, a structure would need many variations.