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Feb 21st, 2018
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  1. var mesh1:Mesh = transform.GetComponent(MeshFilter).mesh;
  2. var vertx:Array;
  3. var uvs:Array;
  4. var i;
  5. Debug.Log(mesh1.uv.Length);
  6. vertx = mesh1.vertices;
  7. Debug.Log(mesh1.uv.Length);
  8. uvs = mesh1.uv;
  9. vertx[vertx.length] = Vector3(1,1,1);
  10. vertx[vertx.length] = Vector3(2,1,1);
  11. vertx[vertx.length] = Vector3(2,1,2);
  12. vertx[vertx.length] = Vector3(1,1,2);
  13. mesh1.vertices = vertx;
  14. Debug.Log(uvs.length);
  15. for (i = 0 ; i < 4; i++)
  16.         uvs[uvs.length] = Vector2 (vertx[uvs.length].x, vertx[uvs.length].z);
  17. mesh1.uv = uvs;
  18. mesh1.triangles += [vertx.length-4, vertx.length-3, vertx.length-2, vertx.length-4, vertx.length-2, vertx.length-1];
  19. mesh1.Optimize();
  20. mesh1.RecalculateNormals();
  21. mesh1.RecalculateBounds();
  22. transform.GetComponent(MeshFilter).mesh = mesh1;
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