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CloseClears all vertex data and all triangle indices.
You should call this function before rebuilding triangles array.
#pragma strict // Convert any GameObject into a single triangle public class meshClear extends MonoBehaviour { private var once: boolean = false; function Update() { if (Time.time > 2.0f) { convertMesh(); } } function convertMesh() { if (once)return ; var mesh: Mesh = GetComponent.<MeshFilter>().mesh; // Clears all the data that the mesh currently has mesh.Clear(); // create 3 vertices for the triangle mesh.vertices = [new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)]; mesh.uv = [new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)]; mesh.triangles = [0, 1, 2]; once = true; } }
// Convert any GameObject into a single triangle
using UnityEngine;
public class meshClear : MonoBehaviour {
private bool once = false;
void Update() { if (Time.time > 2.0f) { convertMesh(); } } void convertMesh() { if (once) return; Mesh mesh = GetComponent<MeshFilter>().mesh; // Clears all the data that the mesh currently has mesh.Clear(); // create 3 vertices for the triangle 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};
once = true; } }
Default behaviour of this function keeps the existing vertex layout:
if the mesh had tangent vectors and vertex colors, for example, then
the tangents and colors will be part of mesh data once you fill in
new vertex data. If you want to completely clear the mesh and start
with an empty vertex layout, pass false for keepVertexLayout
parameter.
Alternatively, assigning an empty array to any mesh component will also
remove it from the vertex layout.