Ok, thanks for your answer, i will use submeshes aned multi mterials.
I don’t understand exactly how submeshes work. It is not really clear in the documentation with the example of the sphere.
In my playground, i want to apply a texture to a box from the front to the middle and another from the middle to the back (the box is divided in two equal parts).
I don’t know how to count the indices to do that.
Okay so there’s a few problems with the box in the PG. One is that the index count of 36 is wrong for the second sub mesh. If you want each sub mesh to have half of the mesh’s indices then each sub mesh should have 18 indices like this PG.
But the next, bigger problem is that what you describe isn’t possible with a normal box mesh. You could re-order the indices to include whichever faces you want for each sub mesh. But each face is made up of two triangles which split the face in half diagonally. You would need twice as many triangles to split each face in half horizontally or vertically, which could be achieved with a custom mesh for example.
PS it might be easier to create the mesh in a DCC tool like Blender…