public bool RenderStructure() { data.DoPreRenderOperations(); int numTris = data.sideA.Count * trisPerSide + data.wallA.Count * trisPerWall; int numVerts = numTris * 3; int numVertsCreated = 0; PrepData(numVerts); SidesMesh(ref numVertsCreated); PolysMesh(ref numVertsCreated); UnityEngine.Object.Destroy(meshFilter.mesh); meshFilter.mesh = new Mesh(); meshFilter.mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; meshFilter.mesh.vertices = verts; meshFilter.mesh.triangles = tris; meshFilter.mesh.colors32 = vertColors; meshFilter.mesh.RecalculateNormals(); return(true); }