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Question by frankyboy450 · May 10, 2015 at 04:16 PM · meshinspectorcircledrawpolygon

Drawing new mesh not working

Hello I'm trying to generate a mesh from some points in a circle.

This is my code

 using UnityEngine;
 using System.Collections;
 
 public class DrawMesh: MonoBehaviour {
     public Vector3[] newVertices;
     public Vector2[] newUV;
     public int[] newTriangles;
 
     public Transform[] objects;
     void Start() {
         for(int i = 0; i < objects.Length; i++)
         {
             newVertices[i] = objects[i].position;
             newUV[i].x = objects[i].position.x;
             newUV[i].y = objects[i].position.y;
         }
 
         Mesh mesh = new Mesh();
         GetComponent<MeshFilter>().mesh = mesh;
         mesh.vertices = newVertices;
         mesh.uv = newUV;
         mesh.triangles = newTriangles;
     }
 }

circles

Inspector

When I run the game nothing happens, I think I need to set the triangles but no idea how.

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Answer by Eric5h5 · May 10, 2015 at 04:22 PM

You have no triangles defined. Each triangle needs to reference 3 vertices.

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avatar image frankyboy450 · May 10, 2015 at 06:33 PM 0
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So how do I reference them?

avatar image Eric5h5 · May 10, 2015 at 06:38 PM 0
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http://docs.unity3d.com/ScriptReference/$$anonymous$$esh-triangles.html

avatar image frankyboy450 · May 10, 2015 at 07:16 PM 0
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Changed my code to this: using UnityEngine; using System.Collections;

 public class Draw$$anonymous$$esh: $$anonymous$$onoBehaviour {
     public Vector3[] newVertices;
     public Vector2[] newUV;
     public int[] newTriangles;
     
     public Transform[] objects;
     void Start() {
         gameObject.AddComponent<$$anonymous$$eshFilter>();
         gameObject.AddComponent<$$anonymous$$eshRenderer>();
         $$anonymous$$esh mesh = GetComponent<$$anonymous$$eshFilter>().mesh;
         mesh.Clear();
 
         for(int i = 0; i < objects.Length; i++)
         {
             newVertices[i] = objects[i].position;
             newUV[i].x = objects[i].position.x;
             newUV[i].y = objects[i].position.y;
         }
 
         mesh.vertices = newVertices;
         mesh.uv = newUV;
         mesh.triangles = newTriangles;
     }
 }

and added another sphere on to make sure it would be multiple of 3 and it actually turned into something! alt text

Just not the goal I was hoping for....

Inspector alt text

avatar image Eric5h5 · May 10, 2015 at 07:40 PM 0
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You only defined 3 triangles, and the last one has the same vertex used twice (7, 8, then 8 again). Also you skipped over the first vertex (0).

avatar image frankyboy450 · May 10, 2015 at 07:55 PM 0
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oh. got it, now. alt text

Also moved the 1st one into the middle Thanks for the help!

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