Skip to content

Instantly share code, notes, and snippets.

@ilkinulas
Created May 1, 2016 06:25
Show Gist options
  • Star 2 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save ilkinulas/ba3d6fb606a764e5b6637bac0374f6f0 to your computer and use it in GitHub Desktop.
Save ilkinulas/ba3d6fb606a764e5b6637bac0374f6f0 to your computer and use it in GitHub Desktop.
using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof (MeshFilter))]
[RequireComponent(typeof (MeshRenderer))]
public class MeshGenerator : MonoBehaviour {
void Start () {
CreateCube ();
}
private void CreateCube () {
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),
};
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.Optimize ();
mesh.RecalculateNormals ();
}
}
@ajayyy
Copy link

ajayyy commented Feb 5, 2019

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment