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Question by PatrickStas · Nov 21, 2012 at 08:36 PM · meshproceduralvertextrianglessingle

Optimized vertex manipulation

Hi. I need to change position of few vertices in my mesh and I need to do it often. However when I try to change vertices position like this:

 _objectMeshFilter = GetComponent<MeshFilter>().mesh;
  _objectMeshFilter.vertices[i] = new Vector3(50 + rand.Next()%5, 50 + rand.Next()%5, 50);

It does nothing. The value _objectMeshFilter.vertices[i] is not changed, it keeps it's old value.

I observed approach of creating some kind of own buffer Vector3 array and then assigning it to mesh vertices array. And yes, that works.

 var mesh : Mesh = GetComponent(MeshFilter).mesh;
 var vertices = new Vector3[baseHeight.Length];
 // now modify vertices array
 mesh.vertices = vertices // copy whole array ?? NOOOOOooooo, sloooow !! :-(  

However that is too slow for me. I only need to change few vertices and triangles. Isn't there any other way to do this than assigning modified Vector3 array to mesh.vertices ? Also I need to do the same thing with triangles. Just edit a little bit.

Every advice appreciated, thanks in advance.

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Answer by Fattie · Nov 21, 2012 at 08:43 PM

it's fully explained with excellent full examples, right on the doco page

http://docs.unity3d.com/Documentation/ScriptReference/Mesh.html

just copy and paste the example relevant to you! you're not "re-writing" the mesh.

hope it helps.

This may be useful to you ...

http://answers.unity3d.com/questions/321428/adding-mesh-collider-in-run-time-slow.html

click through to the many questions linked

be sure to pls vote up useful answers! :) hope it helps

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avatar image PatrickStas · Nov 21, 2012 at 08:50 PM 0
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That's exactly what I needed to know. Sorry for asking something clearly written in manual, I missed that. Thank you :)

avatar image Fattie · Nov 21, 2012 at 08:53 PM 0
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HERE TO HELP !

pls vote up some of my other long answers, i live for points ;-)

http://answers.unity3d.com/questions/321428/adding-mesh-collider-in-run-time-slow.html

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