Procedural Dynamic Generated Mesh Triangle is Created at a Different Location on the X Axis
In 2.5D. I have a flying drone that has it's own AI. This drone flies around and scans the player. To scan the player I created a triangle mesh. The first vertex is at the nose of the drone, second and third vertices, I made 2 empties on the top and bottom of the player and made them it's children to follow him so the other 2 vertices are set to be in these positions. I was going to put a shader on the mesh and make it look like the drone scans the player once in a while. The triangle appears but it's way off like 100 units away on the X axis. This game is 2.5D so Z is always 0. I tried a bunch of things with no success.
 using UnityEngine;
 [RequireComponent(typeof(MeshFilter))]
 public class ScannerGenerator : MonoBehaviour
 {
     Vector3 vertex1;
     Vector3 vertex2;
     Vector3 vertex3;
     Mesh mesh;
     Vector3[] vertices;
     int[] triangles;
     public GameObject drone;
     public GameObject playerTop;
     public GameObject playerBottom;
     // Start is called before the first frame update
     void Start()
     {
         mesh = new Mesh();
         GetComponent < MeshFilter >().mesh = mesh;
 
     }
     void Update()
     {
         transform.position = new Vector3(drone.transform.position.x, drone.transform.position.y, drone.transform.position.z);
        
        
         CreateScanner();
         UpdateScanner();
         vertex1 = new Vector3(playerBottom.transform.position.x, playerBottom.transform.position.y, playerBottom.transform.position.z);
         vertex2 = new Vector3(playerTop.transform.position.x, playerTop.transform.position.y, playerTop.transform.position.z);
         vertex3 = new Vector3(transform.position.x, transform.position.y, transform.position.z);
     }
     private void CreateScanner()
     {
         vertices = new Vector3[3]
         {
             vertex1,vertex2,vertex3
         };
         triangles = new int[3]
        {
             0,1,2
        };
     }
     private void UpdateScanner()
     {
         mesh.Clear();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         mesh.RecalculateNormals();
         mesh.RecalculateBounds();
     }
 
    
 }
 
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