Clears all vertex data and all triangle indices.
// 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 public class Example(MonoBehaviour): def Start() as void: gameObject.AddComponent('MeshFilter') gameObject.AddComponent('MeshRenderer') mesh as Mesh = GetComponent[of MeshFilter]().mesh mesh.Clear() mesh.vertices = (of Vector3: Vector3(0, 0, 0), Vector3(0, 1, 0), Vector3(1, 1, 0)) mesh.uv = (of Vector2: Vector2(0, 0), Vector2(0, 1), Vector2(1, 1)) mesh.triangles = (of int: 0, 1, 2)
keepVertexLayout
parameter.
Alternatively, assigning an empty array to any mesh component will also
remove it from the vertex layout.