Returns a copy of the vertex positions or assigns a new vertex positions array.
The number of vertices in the Mesh is changed by assigning a vertex array with a different number of vertices.
If you resize the vertex array then all other vertex attributes (normals, colors, tangents, UVs) are automatically resized too.
RecalculateBounds is automatically invoked if no vertices have been assigned to the Mesh when setting the vertices.
Note that this method returns the vertices in local space, not in world space.
using UnityEngine;
public class Example : MonoBehaviour { Mesh mesh; Vector3[] vertices; void Start() { mesh = GetComponent<MeshFilter>().mesh; vertices = mesh.vertices; }
void Update() { for (var i = 0; i < vertices.Length; i++) { vertices[i] += Vector3.up * Time.deltaTime; }
// assign the local vertices array into the vertices array of the Mesh. mesh.vertices = vertices; mesh.RecalculateBounds(); } }