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- var mesh1:Mesh = transform.GetComponent(MeshFilter).mesh;
- var vertx:Array;
- var uvs:Array;
- var i;
- Debug.Log(mesh1.uv.Length);
- vertx = mesh1.vertices;
- Debug.Log(mesh1.uv.Length);
- uvs = mesh1.uv;
- vertx[vertx.length] = Vector3(1,1,1);
- vertx[vertx.length] = Vector3(2,1,1);
- vertx[vertx.length] = Vector3(2,1,2);
- vertx[vertx.length] = Vector3(1,1,2);
- mesh1.vertices = vertx;
- Debug.Log(uvs.length);
- for (i = 0 ; i < 4; i++)
- uvs[uvs.length] = Vector2 (vertx[uvs.length].x, vertx[uvs.length].z);
- mesh1.uv = uvs;
- mesh1.triangles += [vertx.length-4, vertx.length-3, vertx.length-2, vertx.length-4, vertx.length-2, vertx.length-1];
- mesh1.Optimize();
- mesh1.RecalculateNormals();
- mesh1.RecalculateBounds();
- transform.GetComponent(MeshFilter).mesh = mesh1;
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