function Clear () : void
Description
Clears all vertex data and all triangle indices.
You should call this function before rebuilding triangles array.
function Start () {
gameObject.AddComponent(
"MeshFilter");
gameObject.AddComponent(
"MeshRenderer");
var mesh : Mesh = GetComponent(
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];
}
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)