void CreateParentMeshCube() { var PosSilde = new Vector3(XWidth, YHeight, ZLength); var NewVertices = new Vector3[] { //front new Vector3(0, 0, 0), new Vector3(0, YHeight, 0), new Vector3(XWidth, YHeight, 0), new Vector3(XWidth, YHeight, 0), new Vector3(XWidth, 0, 0), new Vector3(0, 0, 0), //back new Vector3(0, 0, ZLength), new Vector3(XWidth, YHeight, ZLength), new Vector3(0, YHeight, ZLength), new Vector3(XWidth, YHeight, ZLength), new Vector3(0, 0, ZLength), new Vector3(XWidth, 0, ZLength), //right new Vector3(XWidth, 0, 0), new Vector3(XWidth, YHeight, 0), new Vector3(XWidth, 0, ZLength), new Vector3(XWidth, YHeight, ZLength), new Vector3(XWidth, 0, ZLength), new Vector3(XWidth, YHeight, 0), //left new Vector3(0, 0, 0), new Vector3(0, 0, ZLength), new Vector3(0, YHeight, 0), new Vector3(0, YHeight, ZLength), new Vector3(0, YHeight, 0), new Vector3(0, 0, ZLength), //top new Vector3(0, YHeight, 0), new Vector3(0, YHeight, ZLength), new Vector3(XWidth, YHeight, 0), new Vector3(XWidth, YHeight, 0), new Vector3(0, YHeight, ZLength), new Vector3(XWidth, YHeight, ZLength), //bottom new Vector3(0, 0, 0), new Vector3(XWidth, 0, 0), new Vector3(0, 0, ZLength), new Vector3(XWidth, 0, 0), new Vector3(XWidth, 0, ZLength), new Vector3(0, 0, ZLength) }; var TriangleNumber = new int[NewVertices.Length]; for (int i = 0; i < NewVertices.Length; i++) { NewVertices[i] -= PosSilde / 2f; TriangleNumber[i] = i; } storage.DefaultMesh.vertices = NewVertices; storage.DefaultMesh.triangles = TriangleNumber; var uvtemp = storage.RenewUV(NewVertices); storage.DefaultMesh.uv = uvtemp; //uvtemp.CopyTo(ParentMesh.uv,0); storage.DefaultMesh.RecalculateBounds(); storage.DefaultMesh.RecalculateNormals(); storage.DefaultMesh.RecalculateTangents(); }