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Question by Raffael_W · Sep 12, 2017 at 11:35 AM · c#meshrenderingprocedural meshprocedural generation

Mesh wont render although there are no errors!

Hello! Im trying to generate a simple plane in form of a mesh with this code, but it wont render/show up although there are NO errors. I also have already tried to hardcode some vertices and triangles to see if they get rendered and the do somehow! I dont know what the problem is, i would be very thankfull for any advise or tips!

With hardcoded testmode ON: alt text

With hardcoded testmode OFF: alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer),typeof(MeshCollider))]
 public class TriangleMeshGenerator : MonoBehaviour {
 
     //mapsize in Tiles
     public int mapSizeX;
     public int mapSizeZ;
 
     //Offset on the y axis
     public float yOffset;
 
     //activate testmode or not
     public bool testMeshMode;
 
     //Number of Vertices on that axis
     int xVertices;
     int zVertices;
 
     Mesh mesh;
     private Vector3[] vertices;
     private int[] triangles;
 
     void Start()
     {
         mesh = GetComponent<MeshFilter>().mesh;
 
         //Number of Vertices on that axis
         xVertices = mapSizeX + 1;
         zVertices = mapSizeZ + 1;
 
         if (testMeshMode == true)
         {
             //runs hardcoded methode
             testMesh();
         }
         else
         {
             //runs procedural methode
             GenerateVertices();
             GenerateTriangles();
         }
 
         GenerateMesh();   
     }
 
     public void GenerateVertices()
     {
         int vertIndex = 0;
         int vertIndexSize = xVertices * zVertices;
 
         for (int z = 0; z < zVertices; z++)
         {
             for (int x = 0; x < xVertices; x++)
             {
                 //set array size of triangles
                 vertices = new Vector3[vertIndexSize];
 
                 //set vertices
                 vertices[vertIndex] = new Vector3(x, yOffset, z);
 
                 Debug.Log("vertex " + vertIndex + ": x" + vertices[vertIndex].x + ", z" + vertices[vertIndex].z);
 
                 vertIndex += 1;
             }
         }
     }
 
     void GenerateTriangles()
     {
         int triIndex = 0;
         int triIndexSize = mapSizeX * mapSizeZ * 2 * 3;//2 bc: 2 triangles per square, 3 bc: 3 indices per triangle
 
         for (int z = 0; z < mapSizeZ; z++)
         {
             for (int x = 0; x < mapSizeX; x++)
             {
                 //set array size of triangles
                 triangles = new int[triIndexSize];
                 
                 //set first triangle from square
                 triangles[triIndex + 0] = x + (xVertices * z);
                 triangles[triIndex + 1] = x + (xVertices * (z + 1));
                 triangles[triIndex + 2] = x + 1 + (xVertices * z);
 
                 //set second triangle from square
                 triangles[triIndex + 3] = x + 1 + (xVertices * z);
                 triangles[triIndex + 4] = x + (xVertices * (z + 1));
                 triangles[triIndex + 5] = x + 1 + (xVertices * (z + 1));
 
                 Debug.Log("1 Tri: " + triangles[triIndex+0] + ", " + triangles[triIndex+1] + ", " + triangles[triIndex+2]);
                 Debug.Log("2 Tri: " + triangles[triIndex + 3] + ", " + triangles[triIndex + 4] + ", " + triangles[triIndex + 5]);
 
                 triIndex += 6;
             }
         }
     }
 
     void GenerateMesh()
     {
         if (mesh != null)
         {
             mesh.Clear();
         }
 
         mesh.vertices = vertices;
         mesh.triangles = triangles;
 
         mesh.RecalculateNormals();
     }
 
     //just for testing if it outputs Hardcoded code (it does)
     void testMesh()
     {
         //set vertices
         vertices = new Vector3[6];
 
         vertices[0] = new Vector3(0, 0, 0);
         vertices[1] = new Vector3(1, 0, 0);
         vertices[2] = new Vector3(2, 0, 0);
         vertices[3] = new Vector3(0, 0, 1);
         vertices[4] = new Vector3(1, 0, 1);
         vertices[5] = new Vector3(2, 0, 1);
 
         //set triangles
         triangles = new int[12];
 
         triangles[0] = 0;
         triangles[1] = 3;
         triangles[2] = 1;
 
         triangles[3] = 1;
         triangles[4] = 3;
         triangles[5] = 4;
 
         triangles[6] = 1;
         triangles[7] = 4;
         triangles[8] = 2;
 
         triangles[9] = 2;
         triangles[10] = 4;
         triangles[11] = 5;
 
     }
 }


programm-pic-with-testmode.png (303.5 kB)
programm-pic-without-testmode.png (288.3 kB)
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Answer by Raffael_W · Feb 13, 2018 at 06:59 PM

The problem was i had to use lists instead of arrays. Lists are dynamic arrays and can be resized...

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