using System.Collections; using System.Collections.Generic; using UnityEngine; public class MeshTesting : MonoBehaviour { Material m_Material; void Start() { m_Material = GetComponent().material; Debug.Log("Mesh Testing"); Mesh mesh = new Mesh(); // Build required data-structures for triangle mesh Vector3[] vertices = new Vector3[4]; Vector2[] uv = new Vector2[4]; int[] triangles = new int[6]; // Set vertices of polygon (2 triangles -> 1 quad) vertices[0] = new Vector3( 0, 0); vertices[1] = new Vector3( 0, 10); vertices[2] = new Vector3(10, 10); vertices[3] = new Vector3(10, 0); // UV index contains texture position that should match to vertex with same index uv[0] = new Vector2(0, 0); uv[1] = new Vector2(0, 1); uv[2] = new Vector2(1, 1); uv[3] = new Vector2(1, 0); // Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1) // Note: always set clockwise, otherwise mesh will be facing backwards triangles[0] = 0; triangles[1] = 1; triangles[2] = 2; triangles[3] = 0; triangles[4] = 2; triangles[5] = 3; mesh.vertices = vertices; mesh.uv = uv; mesh.triangles = triangles; GetComponent().mesh = mesh; } private void Update() { if(Input.GetKeyDown("1")) { Debug.Log("1"); m_Material.color = Color.white; //m_Material.SetColor("_Color", Color.white); } if (Input.GetKeyDown("2")) { Debug.Log("2"); m_Material.color = Color.black; //m_Material.SetColor("_Color", Color.white); } if (Input.GetKeyDown("3")) { Debug.Log("3"); m_Material.color = Color.green; //m_Material.SetColor("_Color", Color.white); } } }