private void BuildMesh(MeshBuffer buffer) { MeshFilter meshFilter = GetComponent<MeshFilter>(); Mesh mesh = meshFilter.mesh; if (mesh == null) { mesh = new Mesh(); mesh.MarkDynamic(); } else mesh.Clear(); //get the arrays we have just created and assign them to the new mesh mesh.vertices = buffer.GetVertices(); //mesh.tangents = buffer.GetTangents(); mesh.normals = buffer.GetNormals(); mesh.triangles = buffer.GetTriangles(); //mesh.colors32 = buffer.GetColors32(); mesh.uv = buffer.GetUVs(); //clear our mesh buffer buffer.Clear(); meshFilter.mesh = mesh; }