MeshFilter.mesh Manual     Reference     Scripting  
Scripting > Runtime Classes > MeshFilter
MeshFilter.mesh

var mesh : Mesh

Description

Returns the instantiated Mesh assigned to the mesh filter.

If no mesh is assigned to the mesh filter a new mesh will be created and assigned.
If the mesh assigned to the mesh filter is shared, it will be automatically duplicated and the instantiated mesh will be returned.

By using mesh property you can modify the mesh for a single object only. The other objects that used the same mesh will not be modified.

JavaScript
// Distortionates the mesh vertically.

function Update () {
// Get instantiated mesh
var mesh : Mesh = GetComponent(MeshFilter).mesh;
// Randomly change vertices
var vertices : Vector3[] = mesh.vertices;
for (var p : int = 0; p < vertices.Length; p++) {
vertices[p] += Vector3(0, Random.Range(-0.3, 0.3), 0);
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Update() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
int p = 0;
while (p < vertices.Length) {
vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0);
p++;
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Update():
mesh as Mesh = GetComponent[of MeshFilter]().mesh
vertices as (Vector3) = mesh.vertices
p as int = 0
while p < vertices.Length:
vertices[p] += Vector3(0, Random.Range(-0.3F, 0.3F), 0)
p++
mesh.vertices = vertices
mesh.RecalculateNormals()

See Also: Mesh class.