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Unityで動的にメッシュを作ってみる。
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using UnityEngine; | |
using System.Collections; | |
namespace Esakun.Sample | |
{ | |
[RequireComponent (typeof(MeshRenderer))] | |
[RequireComponent (typeof(MeshFilter))] | |
public class DynamicCreateMesh : MonoBehaviour | |
{ | |
// 変更箇所 : Materialを保持するようにする | |
[SerializeField] | |
private Material _mat; | |
private void Start () | |
{ | |
var mesh = new Mesh (); | |
mesh.vertices = new Vector3[] { | |
new Vector3 (0, 1f), | |
new Vector3 (1f, -1f), | |
new Vector3 (-1f, -1f), | |
}; | |
mesh.triangles = new int[] { | |
0, 1, 2 | |
}; | |
var filter = GetComponent<MeshFilter> (); | |
filter.sharedMesh = mesh; | |
// 変更箇所 : MeshRendererからMaterialにアクセスし、Materialをセットするようにする | |
var renderer = GetComponent<MeshRenderer> (); | |
renderer.material = _mat; | |
} | |
} | |
} |
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