Mesh.Clearfunction Clear () : voidDescriptionClears all vertex data and all triangle indices. You should call this function before rebuilding triangles array.
JavaScripts
// Draws a simple triangle with UVs
function Start () { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); var mesh : Mesh = GetComponent(MeshFilter).mesh; // Clears all the data that the mesh can contain previously. mesh.Clear(); mesh.vertices = [Vector3(0,0,0), Vector3(0,1,0), Vector3(1, 1, 0)]; mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1)]; mesh.triangles = [0, 1, 2]; } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { 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}; } } import UnityEngine
import System.Collections class example(MonoBehaviour): def Start(): gameObject.AddComponent('MeshFilter') gameObject.AddComponent('MeshRenderer') mesh as Mesh = GetComponent[of MeshFilter]().mesh mesh.Clear() mesh.vertices = (Vector3(0, 0, 0), Vector3(0, 1, 0), Vector3(1, 1, 0)) mesh.uv = (Vector2(0, 0), Vector2(0, 1), Vector2(1, 1)) mesh.triangles = (0, 1, 2) |
