The mesh object used for collision detection.
If prior to setting sharedMesh any of the vertices, indices or triangles of the mesh have been changed then the shapes of the MeshCollider will be rebuilt.
// Assigns an arbitrary mesh collider to the current transform
var meshToCollide : Mesh; if(!meshToCollide) { Debug.LogError("Assign a mesh in the inspector"); return; } transform.gameObject.AddComponent.<MeshCollider>(); transform.GetComponent.<MeshCollider>().sharedMesh = meshToCollide;
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Mesh meshToCollide; void Example() { if (!meshToCollide) { Debug.LogError("Assign a mesh in the inspector"); return; } transform.gameObject.AddComponent<MeshCollider>(); transform.GetComponent<MeshCollider>().sharedMesh = meshToCollide; } }