Version: 5.4
public int[] triangles ;

説明

メッシュ内のすべての三角形を含む配列

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 triangles of all submeshes. When you assign a triangle array, the subMeshCount is set to 1. If you want to have multiple sub-Meshes, use subMeshCount and SetTriangles.

境界エラーを避けるために頂点配列を割り当てた後、三角形の配列を代入することをお勧めします。

// 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}; } }