public void Build(MeshFilter meshFilter) { #if UNITY_EDITOR Mesh mesh = meshFilter.sharedMesh; #else Mesh mesh = meshFilter.mesh; #endif if (mesh == null) { mesh = new Mesh(); if (Dynamic) { mesh.MarkDynamic(); } } mesh.Clear(); // Set verts mesh.vertices = Vertices.TrimAndGetBuffer(); // Set indices mesh.triangles = Indices.TrimAndGetBuffer(); // Set uvs mesh.uv = UVs.TrimAndGetBuffer(); // Set normals mesh.normals = Normals.TrimAndGetBuffer(); // Set Colours if (Colours.Count > 0) { mesh.colors = Colours.TrimAndGetBuffer(); } meshFilter.mesh = mesh; }