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//modified from http://ilkinulas.github.io/development/unity/2016/04/30/cube-mesh-in-unity3d.html | |
//modification adds the ability to specify an offset and size | |
void CreateCube(Vector3 offset, Vector3 size) { | |
Vector3[] vertices = { | |
new Vector3 (0, 0, 0), | |
new Vector3 (1, 0, 0), | |
new Vector3 (1, 1, 0), | |
new Vector3 (0, 1, 0), | |
new Vector3 (0, 1, 1), | |
new Vector3 (1, 1, 1), | |
new Vector3 (1, 0, 1), | |
new Vector3 (0, 0, 1), | |
}; | |
for(int i=0; i < vertices.Length; i++) { | |
vertices[i].Scale(size); | |
vertices[i] += offset; | |
} | |
int[] triangles = { | |
0, 2, 1, //face front | |
0, 3, 2, | |
2, 3, 4, //face top | |
2, 4, 5, | |
1, 2, 5, //face right | |
1, 5, 6, | |
0, 7, 4, //face left | |
0, 4, 3, | |
5, 4, 7, //face back | |
5, 7, 6, | |
0, 6, 7, //face bottom | |
0, 1, 6 | |
}; | |
Mesh mesh = GetComponent<MeshFilter>().mesh; | |
mesh.Clear(); | |
mesh.vertices = vertices; | |
mesh.triangles = triangles; | |
mesh.RecalculateNormals(); | |
} |
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