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Question by sergiobd · Mar 12, 2015 at 02:59 PM · meshgraphics

How to render a mesh twice without re-instancing a gameobject

Hi,

i have a gameobject with a mesh, and i would like to render several versions of it. I would like to do it without re-instancing it.

I did this:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof(MeshFilter), typeof(MeshRenderer))]
 public class meshClone : MonoBehaviour {
 
     public GameObject father;
     public Material material;
 
     MeshFilter meshFilter;
     //MeshRenderer meshRenderer;
 
     void Start () {
         meshFilter = GetComponent<MeshFilter> ();
         //meshRenderer = GetComponent <MeshRenderer> ();
 
         if (father != null) {
             meshFilter = (MeshFilter)father.GetComponent<MeshFilter> ();
         } else {
             print ("Huérfano de padre y madre");
         }
     }
 
     void Update () {
         Graphics.DrawMeshNow (meshFilter.mesh, Vector3.zero, Quaternion.identity);
         print ("Vertices " + meshFilter.mesh.vertexCount );
         print ("Triangles " + meshFilter.mesh.triangles.Length );
     }
 }
 

It doesn't work. Is it inevitable to re-instance the gameObject? Any clue on what i'm doing wrong? I would expect that in the inspector, the Mesh field of my object (the new object) will get assigned once i run the game. However, is keeps saying "None". Maybe that points somewhere?

thanks,

Sergio

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