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Unity Script Reference - Mesh - Triangles

The document describes the 'Mesh.triangles' property in Unity, which is an array containing all triangles in a mesh, indexed by vertices. It emphasizes that the triangle array size must be a multiple of three and provides a code example for creating a mesh with a single triangle. Additionally, it mentions the importance of assigning the triangle array after the vertex array to avoid errors.

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0% found this document useful (0 votes)
54 views1 page

Unity Script Reference - Mesh - Triangles

The document describes the 'Mesh.triangles' property in Unity, which is an array containing all triangles in a mesh, indexed by vertices. It emphasizes that the triangle array size must be a multiple of three and provides a code example for creating a mesh with a single triangle. Additionally, it mentions the importance of assigning the triangle array after the vertex array to avoid errors.

Uploaded by

fraserbarnes07
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Manual Scripting API Search scripting... unity.

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Version: Unity 6.1 (6000.1) C#

Mesh.triangles
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public int[] triangles;

Description
An array containing all triangles in the Mesh.

The array is a list of triangles that contains indices into the vertex array. The size of the triangle array must always be a multiple of 3. Vertices can be shared by simply indexing into
the same vertex. If the Mesh contains multiple sub-meshes (Materials), the triangle list will contain all the triangles belonging to all its sub-meshes. When you assign a triangle
array using this function, the subMeshCount is set to 1. If you want to have multiple sub-meshes, use subMeshCount and SetTriangles.

It is recommended to assign a triangle array after assigning the vertex array, in order to avoid out of bounds errors.

// Builds a Mesh containing a single triangle with uvs.


// Create arrays of vertices, uvs and triangles, and copy them into the mesh.

using UnityEngine;

public class meshTriangles : MonoBehaviour


{
// Use this for initialization
void Start()
{
gameObject.AddComponent<MeshFilter>();
gameObject.AddComponent<MeshRenderer>();
Mesh mesh = GetComponent<MeshFilter>().mesh;

mesh.Clear();

// make changes to the Mesh by creating arrays which contain the new values
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};
}
}

Additional resources: SetTriangles, SetIndices.

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