//triggered once the vertext points of the spline decorator have been created public void createMesh() { if (model == null) { model = new Mesh(); } spD = GetComponent <SplineDecorator>(); counter = 0; Inputpoints = spD.getPointList(); nodesPerSegment = Inputpoints.Count / spD.frequency; if (capped) { tris = new int[((((nodesPerSegment * 2) * 3)) * (spD.frequency - 1)) + (((nodesPerSegment - 2) * 3) * 2)]; } else { tris = new int[((((nodesPerSegment * 2) * 3)) * (spD.frequency - 1))]; } pointLocs = new Vector3[Inputpoints.Count]; foreach (GameObject go in Inputpoints) { pointLocs[counter++] = go.transform.position; } counter = 0; for (int i = 0; i < spD.frequency - 1; i++) { calcTris(nodesPerSegment * i); } if (capped) { calcEndCaps(); } model.vertices = pointLocs; //model.uv = UVs; model.triangles = tris; MeshHolder.gameObject.GetComponent <Renderer>().material = _inMat; model.RecalculateNormals(); vCol.MakeColour(model); }