Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by $$anonymous$$ · Aug 24, 2014 at 07:51 PM · meshuvprogrammatically

Mesh.vertices and Mesh.uv Clarification

I am trying to make random shapes with a mesh, but my first step is to learn how to make a mesh programmatically. My question is simple. Why does A work, but B does not?

A (should be right triangle with right angle at top left and it works):

 void Start () {
     gameObject.AddComponent("MeshFilter");
     gameObject.AddComponent("MeshRenderer");
     Mesh mesh = GetComponent<MeshFilter>().mesh;
     mesh.Clear();
     mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
     mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1) };
     mesh.triangles = new int[] { 0, 1, 2 };
 }

B (should be right triangle with right angle at bottom right...but nothing draws):

 void Start () {
     gameObject.AddComponent("MeshFilter");
     gameObject.AddComponent("MeshRenderer");
     Mesh mesh = GetComponent<MeshFilter>().mesh;
     mesh.Clear();
     mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0) };
     mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1) };
     mesh.triangles = new int[] { 0, 1, 2 };
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by robertbu · Aug 24, 2014 at 07:54 PM

Triangles are one sided. You have to wrap them in the correct order (clockwise). So given your points, the display side of the triangle is opposite in B from A. To fix the problem, you can: 1) rotate the game object, 2) reorder the vertices, 3) reorder the triangle. For example, change line 8 in B to:

     mesh.triangles = new int[] {0,2,1};
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Mesh with texture atlas is "sparkling" 1 Answer

Mesh breaks apart when using vertex displacement with shadergraph. 3 Answers

Confusion about uv mapping 1 Answer

Same material renders differently on a mesh generated from script and normal cubes. 1 Answer

A question about UVs being not accurate. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges