public void CreateMesh(PolygonCollider2D col) { GameObject temp = col.gameObject; MeshFilter meshFilter; MeshRenderer meshRenderer; if (temp.GetComponent<MeshFilter>() != null) meshFilter = temp.GetComponent<MeshFilter>(); else meshFilter = temp.AddComponent<MeshFilter>(); if (col.GetComponent<MeshRenderer>() != null) meshRenderer = temp.GetComponent<MeshRenderer>(); else meshRenderer = temp.AddComponent<MeshRenderer>(); Vector3[] points = new Vector3[col.points.Length]; for(int i = 0; i < col.points.Length; i++) { points[i] = new Vector3(col.points[i].x, col.points[i].y, -1); } int[] triangles = new int[(col.points.Length - 1) * 3]; int lastNum = 0; for(int i = 0; i < ((triangles.Length - 1) / 3); i++) { if(i == 0) { triangles[0] = 0; triangles[1] = 1; triangles[2] = 2; lastNum = 2; } else { triangles[i * 3] = lastNum; triangles[i * 3 + 1] = lastNum + 1; triangles[i * 3 + 2] = 0; lastNum++; } } Mesh mesh = new Mesh(); mesh.Clear(); mesh.vertices = points; mesh.triangles = triangles;// new int[] { 0, 1, 2, 2, 3, 0, 3, 4, 0, 0, 0, 0 };//triangles; meshFilter.mesh = mesh; Material mat = new Material(Shader.Find("Sprites/Default")); mat.color = new Color(0, 0.66f, 0, 0.4f); meshRenderer.material = mat; }