Returns the shared mesh of the mesh filter.
// Scales PERMANENTLY the size of the mesh by a factor. var scaleFactor : float = 2; function Start () { var mesh : Mesh = GetComponent(MeshFilter).sharedMesh; var vertices : Vector3[] = mesh.vertices; for (var p : int = 0; p < vertices.Length; p++) { vertices[p] *= scaleFactor; } mesh.vertices = vertices; mesh.RecalculateNormals(); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public float scaleFactor = 2; void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; Vector3[] vertices = mesh.vertices; int p = 0; while (p < vertices.Length) { vertices[p] *= scaleFactor; p++; } mesh.vertices = vertices; mesh.RecalculateNormals(); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public scaleFactor as float = 2 def Start() as void: mesh as Mesh = GetComponent[of MeshFilter]().sharedMesh vertices as (Vector3) = mesh.vertices p as int = 0 while p < vertices.Length: vertices[p] *= scaleFactor p++ mesh.vertices = vertices mesh.RecalculateNormals()