Mesh CreateSubMesh(MapData data, int xOffset, int zOffset, int patchXCount, int patchZCount, float size, Vector3 offset) { Mesh mesh = new Mesh(); int vCount = patchXCount * patchZCount * 4; Vector3[] pts = new Vector3[vCount]; Color[] colors = new Color[vCount]; int[] indices = new int[vCount * 2]; size *= 0.5f; Vector3[] squareBias = new Vector3[4]{ new Vector3(-size, 0, -size) ,new Vector3(-size, 0, size) ,new Vector3(size, 0, size) ,new Vector3(size, 0, -size) }; //Vector3 offset = GetOffset() + bia; int i = 0; for (int z = zOffset; z < zOffset + patchZCount; z++) { for (int x = xOffset; x < xOffset + patchXCount; x++) { MapData.MapNode node = data.GetNode(x, z); Vector3[] neighbours = data.GetNeighbourOffset(x, z); Vector3 center = node.Position; Color vertexColor = node.IsWayPoint ? wayPointColor : node.IsReachable ? reachableColor : notReachableColor; pts[i * 4] = center + squareBias[0] + offset + neighbours[0]; pts[i * 4 + 1] = center + squareBias[1] + offset + neighbours[1]; pts[i * 4 + 2] = center + squareBias[2] + offset + neighbours[2]; pts[i * 4 + 3] = center + squareBias[3] + offset + neighbours[3]; int start = i * 4; for (int j = 0; j < 4; j++) { colors[start + j] = vertexColor; } indices[i * 8] = start; indices[i * 8 + 1] = start + 1; indices[i * 8 + 2] = start + 1; indices[i * 8 + 3] = start + 2; indices[i * 8 + 4] = start + 2; indices[i * 8 + 5] = start + 3; indices[i * 8 + 6] = start + 3; indices[i * 8 + 7] = start; i++; } } mesh.vertices = pts; mesh.colors = colors; //mesh.SetIndices(indices, MeshTopology.Lines, 0); mesh.SetIndices(indices, MeshTopology.Quads, 0); return mesh; }