private void CreateSegmentLine(int pieces, int segments) { mesh.Clear(); vertices.Clear(); triangles.Clear(); uv.Clear(); for (int p = 0; p < pieces; p++) { cacheMeshInfo = CreateIndividualSegment(p, segments); vertices.AddRange(cacheMeshInfo.vertices); triangles.AddRange(cacheMeshInfo.triangles); } int vLength = vertices.Count; for (int i = 0; i < vLength; i++) { uv.Add(NVector3To2(vertices[i])); } mesh.SetVertices(vertices); mesh.SetTriangles(triangles, 0); mesh.SetUVs(0, uv); mesh.RecalculateNormals(); }
private void Awake() { mesh = new Mesh(); _MeshFilter.mesh = mesh; cacheMeshInfo = new Types.MeshInfo(); vertices = new List <Vector3>(); triangles = new List <int>(); uv = new List <Vector2>(); procedural_vertices = new List <Vector3>(); procedural_triangles = new List <int>(); procedural_uv = new List <Vector2>(); }