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Question by Chocolade · Apr 17, 2017 at 12:05 PM · c#scripting problemscript.mesh vertices

How can i create a Plane using this Mesh generator script ?

In this script i create a mesh. But now what i want to do is build a Plane using many meshes. But i'm not sure how to do it. I want to create a plane out of this script with width and height parameters.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class buildMesh : MonoBehaviour
 {
     public Vector3 vertLeftTopFront = new Vector3(-1, 1, 1);
     public Vector3 vertRightTopFront = new Vector3(1, 1, 1);
     public Vector3 vertRightTopBack = new Vector3(1, 1, -1);
     public Vector3 vertLeftTopBack = new Vector3(-1, 1, -1);
 
     private float waitN = 3f;
     private float waitD = 3f;
     public int shapeN = 0;
 
     // Use this for initialization
     void Start()
     {
         MeshFilter mf = GetComponent<MeshFilter>();
         Mesh mesh = mf.mesh;
 
         //Vertices
 
         Vector3[] vertices = new Vector3[]
         {
             //Front face
             vertLeftTopFront, // left top front, 0
             vertRightTopFront, // right top front, 1
             new Vector3(-1,-1,1), // left bottom front, 2
             new Vector3(1,-1,1), // right bottom front, 3
 
             //Back face
             vertRightTopBack, //right top back, 4
             vertLeftTopBack, //left top back, 5
             new Vector3(1,-1,-1), //right bottom back, 6
             new Vector3(-1,-1,-1), //left bottom back, 7
 
             //Left face
             vertLeftTopBack, //left top back, 8
             vertLeftTopFront, //left top front, 9
             new Vector3(-1,-1,-1), //left bottom back, 10
             new Vector3(-1,-1,1), //left bottom front, 11
 
             //Right face
             vertRightTopFront, //right top front, 12
             vertRightTopBack, //right top back, 13
             new Vector3(1,-1,1), //right bottom front, 14
             new Vector3(1,-1,-1), //right bottom back, 15
 
             //Top face
             vertLeftTopBack, //left top back, 16
             vertRightTopBack, //right top back, 17
             vertLeftTopFront, //left top front, 18
             vertRightTopFront, //right top front, 19
 
             //Bottom face
             new Vector3(-1,-1,1), //left bottom front, 20
             new Vector3(1,-1,1), //right bottom front, 21
             new Vector3(-1,-1,-1), //left bottom back, 22
             new Vector3(1,-1,-1), //right bottom back, 23
         };
 
         //Triangles // 3 points, clockwise determines wich side is visible
 
         int[] triangles = new int[]
         {
             //Front face//
             0,2,3,//first triangle
             3,1,0,//second triangle
 
             //Back face//
             4,6,7,//first triangle
             7,5,4,//second triangle
 
             //Left face//
             8,10,11,//first triangle
             11,9,8,//second triangle
 
             //Right face//
             12,14,15,//first triangle
             15,13,12,//second triangle
 
             //Top face//
             16,18,19,//first triangle
             19,17,16,//second triangle
 
             //Bottom face//
             20,22,23,//first triangle
             23,21,20//second triangle
         };
 
         //UVs
 
         List<Vector2> uvs = new List<Vector2>();
         for (int i = 0; i < vertices.Length / 4; i++)
         {
             uvs.Add(new Vector2(0, 1));
             uvs.Add(new Vector2(0, 0));
             uvs.Add(new Vector2(1, 1));
             uvs.Add(new Vector2(1, 0));
         }
         Vector2[] uv = uvs.ToArray();
 
         mesh.Clear();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         mesh.uv = uv;
         mesh.RecalculateNormals();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButton(0))
         {
             if (waitN > 0f)
             {
                 waitN -= Time.deltaTime;
             }
             else
             {
                 waitN = waitD;
                 shapeN++;
                 if (shapeN > 3)
                 {
                     shapeN = 0;
                 }
             }
 
             //morph to cube
             if (shapeN == 0)
             {
                 vertLeftTopFront = Vector3.Lerp(vertLeftTopFront, new Vector3(-1, 1, 1), Time.deltaTime);
                 vertRightTopFront = Vector3.Lerp(vertRightTopFront, new Vector3(1, 1, 1), Time.deltaTime);
                 vertRightTopBack = Vector3.Lerp(vertRightTopBack, new Vector3(1, 1, -1), Time.deltaTime);
                 vertLeftTopBack = Vector3.Lerp(vertLeftTopBack, new Vector3(-1, 1, -1), Time.deltaTime);
             }
 
             //morph to pyramid
             if (shapeN == 1)
             {
                 vertLeftTopFront = Vector3.Lerp(vertLeftTopFront, new Vector3(0, 1, 0), Time.deltaTime);
                 vertRightTopFront = Vector3.Lerp(vertRightTopFront, new Vector3(0, 1, 0), Time.deltaTime);
                 vertRightTopBack = Vector3.Lerp(vertRightTopBack, new Vector3(0, 1, 0), Time.deltaTime);
                 vertLeftTopBack = Vector3.Lerp(vertLeftTopBack, new Vector3(0, 1, 0), Time.deltaTime);
             }
 
             //morph to ramp
             if (shapeN == 2)
             {
                 vertLeftTopFront = Vector3.Lerp(vertLeftTopFront, new Vector3(-1, -1, 2), Time.deltaTime);
                 vertRightTopFront = Vector3.Lerp(vertRightTopFront, new Vector3(1, -1, 2), Time.deltaTime);
                 vertRightTopBack = Vector3.Lerp(vertRightTopBack, new Vector3(1, 0.5f, -1), Time.deltaTime);
                 vertLeftTopBack = Vector3.Lerp(vertLeftTopBack, new Vector3(-1, 0.5f, -1), Time.deltaTime);
             }
 
             //morph to roof
             if (shapeN == 3)
             {
                 vertLeftTopFront = Vector3.Lerp(vertLeftTopFront, new Vector3(-1, 0.2f, 0), Time.deltaTime);
                 vertRightTopFront = Vector3.Lerp(vertRightTopFront, new Vector3(1, 0.2f, 0), Time.deltaTime);
                 vertRightTopBack = Vector3.Lerp(vertRightTopBack, new Vector3(1, 0.2f, 0), Time.deltaTime);
                 vertLeftTopBack = Vector3.Lerp(vertLeftTopBack, new Vector3(-1, 0.2f, 0), Time.deltaTime);
             }
 
             Start();
         }
     }
 }
 



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