Version: 5.3
public int[] triangles ;

설명

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

It is recommended to assign a the triangle array after assigning the vertex array in order to avoid out of bounds errors.

// Builds a mesh containing a single triangle with uv's.
// 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}; } }