Fixed line 17; otherwise the top and the right side of the grid won't be closed
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using UnityEngine; | |
using System.Collections.Generic; | |
[RequireComponent(typeof(MeshRenderer))] | |
[RequireComponent(typeof(MeshFilter))] | |
public class GridMesh : MonoBehaviour | |
{ | |
public int GridSize; | |
void Awake() | |
{ | |
MeshFilter filter = gameObject.GetComponent<MeshFilter>(); | |
var mesh = new Mesh(); | |
var verticies = new List<Vector3>(); | |
var indicies = new List<int>(); | |
for (int i = 0; i <= GridSize; i++) | |
{ | |
verticies.Add(new Vector3(i, 0, 0)); | |
verticies.Add(new Vector3(i, 0, GridSize)); | |
indicies.Add(4 * i + 0); | |
indicies.Add(4 * i + 1); | |
verticies.Add(new Vector3(0, 0, i)); | |
verticies.Add(new Vector3(GridSize, 0, i)); | |
indicies.Add(4 * i + 2); | |
indicies.Add(4 * i + 3); | |
} | |
mesh.vertices = verticies.ToArray(); | |
mesh.SetIndices(indicies.ToArray(), MeshTopology.Lines, 0); | |
filter.mesh = mesh; | |
MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>(); | |
meshRenderer.material = new Material(Shader.Find("Sprites/Default")); | |
meshRenderer.material.color = Color.white; | |
} | |
} |
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