Version: 2022.3
  • C#


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public int[] triangles;


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;


// 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.