Here's an example implementation of the marching cubes algorithm in Unity using rotation maps based on Greg Nielson's method:
main.cs3339 chars82 linesNote that this implementation assumes that you have already defined the necessary tables (vertTable, triTable, rotMapX, rotMapY, rotMapZ) for the marching cubes algorithm based on Greg Nielson's method. You will also need to specify a threshold value to determine which voxels are considered solid. Finally, you will need to provide voxelSize and offset values to calculate the actual positions of the mesh vertices.
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