Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
Build a 3D Plane mesh with dynamic number of grid tiles.
// This code was built as part of World of Zero: https://youtu.be/iwsZAg7dReM
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class GeneratePlaneMesh : MonoBehaviour {
public float size = 1;
public int gridSize = 16;
private MeshFilter filter;
// Use this for initialization
void Start () {
filter = GetComponent<MeshFilter>();
filter.mesh = GenerateMesh();
}
// Update is called once per frame
void Update () {
}
Mesh GenerateMesh()
{
Mesh mesh = new Mesh();
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var uvs = new List<Vector2>();
for (int x = 0; x < gridSize + 1; ++x)
{
for (int y = 0; y < gridSize + 1; ++y)
{
vertices.Add(new Vector3(-size * 0.5f + size * (x / ((float)gridSize)), 0, -size * 0.5f + size * (y / ((float)gridSize))));
normals.Add(Vector3.up);
uvs.Add(new Vector2(x / (float)gridSize, y / (float)gridSize));
}
}
var triangles = new List<int>();
var vertCount = gridSize + 1;
for (int i = 0; i < vertCount * vertCount - vertCount; ++i)
{
if ((i + 1)%vertCount == 0)
{
continue;
}
triangles.AddRange(new List<int>()
{
i + 1 + vertCount, i + vertCount, i,
i, i + 1, i + vertCount + 1
});
}
mesh.SetVertices(vertices);
mesh.SetNormals(normals);
mesh.SetUVs(0, uvs);
mesh.SetTriangles(triangles, 0);
return mesh;
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment