public OCMeshBuilder FromMesh(UnityEngine.Mesh mesh) { if(mesh == null) return this; _vertices.AddRange(mesh.vertices); _colors.AddRange(mesh.colors); _normals.AddRange(mesh.normals); _uv.AddRange(mesh.uv); for(int i = 0; i < mesh.subMeshCount; ++i) { AddIndices(0, mesh.GetTriangles(i)); } return this; }