public override void OnInspectorGUI() { serializedObject.ApplyModifiedProperties(); DynamicMesh EditingMesh = MeshInfo.Mesh; if (GUILayout.Button("Make Front Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(1, 0, 1), new Vector3(1, 1, 1), new Vector3(0, 1, 1), new Vector3(0, 0, 1)); } if (GUILayout.Button("Make Back Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0)); } if (GUILayout.Button("Make Up Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 0)); } if (GUILayout.Button("Make Down Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(0, 0, 1), new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 1)); } if (GUILayout.Button("Make Left Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(0, 0, 1), new Vector3(0, 1, 1), new Vector3(0, 1, 0), new Vector3(0, 0, 0)); } if (GUILayout.Button("Make Right Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 1), new Vector3(1, 0, 1)); } if (GUILayout.Button("Make Left-Right Slice Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(1, 0, 0.5f), new Vector3(1, 1, 0.5f), new Vector3(0, 1, 0.5f), new Vector3(0, 0, 0.5f)); EditingMesh.AddQuad(new Vector3(0, 0, 0.5f), new Vector3(0, 1, 0.5f), new Vector3(1, 1, 0.5f), new Vector3(1, 0, 0.5f)); } if (GUILayout.Button("Make Front-Back Slice Mesh", GUILayout.Width(200))) { EditingMesh.Clear(); EditingMesh.AddQuad(new Vector3(0.5f, 0, 1), new Vector3(0.5f, 1, 1), new Vector3(0.5f, 1, 0), new Vector3(0.5f, 0, 0)); EditingMesh.AddQuad(new Vector3(0.5f, 0, 0), new Vector3(0.5f, 1, 0), new Vector3(0.5f, 1, 1), new Vector3(0.5f, 0, 1)); } GUILayout.Space(20); base.OnInspectorGUI(); EditorUtility.SetDirty(MeshInfo); }