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Create a Unity mesh of 2 triangles, in C#
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class triangles : MonoBehaviour { | |
| void Start () | |
| { | |
| gameObject.AddComponent<MeshFilter>(); | |
| gameObject.AddComponent<MeshRenderer>(); | |
| Material mat = new Material(Shader.Find("Custom/Vertex Colored")); | |
| GetComponent<Renderer>().material = mat; | |
| Vector3 p0 = new Vector3(-2f,0f,-1f); | |
| Vector3 p1 = new Vector3(0f,1f,-1f); | |
| Vector3 p2 = new Vector3(1f,0f,-1f); | |
| Vector3 p3 = new Vector3(0f,-1f,-1f); | |
| Vector3[] newVertices = new Vector3[4]; | |
| newVertices[0] = p0; | |
| newVertices[1] = p1; | |
| newVertices[2] = p2; | |
| newVertices[3] = p3; | |
| Color[] newColors = new Color[4]; | |
| newColors[0] = new Color(1, 0, 0); | |
| newColors[1] = new Color(0, 1, 0); | |
| newColors[2] = new Color(0, 0, 1); | |
| newColors[3] = new Color(1, 1, 0); | |
| int[] newTriangles = new int[6]; | |
| newTriangles[0] = 0; | |
| newTriangles[1] = 1; | |
| newTriangles[2] = 2; | |
| newTriangles[3] = 0; | |
| newTriangles[4] = 2; | |
| newTriangles[5] = 3; | |
| Mesh m = GetComponent<MeshFilter>().mesh; | |
| m.vertices = newVertices; | |
| m.colors = newColors; | |
| m.triangles = newTriangles; | |
| } | |
| void Update () | |
| { | |
| } | |
| } |
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