#pragma strictfunction awake () {var pmeshfilter:meshfilter = gameobject.addcomponent (typeof (Meshfilter)) as Meshfilter ;//Grid filter var pmeshrender:meshrenderer = Gameobject.addcomponent (typeof (Meshrenderer)) as meshrenderer;//grid rendering Var Pmesh : Mesh = Pmeshfilter.mesh as mesh;//the instanced mesh//u3d in the grid filter are drawn in the triangle drawing method, clockwise, so first record all the points and then in the order of determining the triangle draw var Pvector:vector3 [ ] = new VECTOR3[36]; var ptriangles:int [] = new int[pvector.length];//forwordpvector[0] = new Vector3 (0.0f,0.0f,0.0f);p vector[1] = new Vecto R3 (0.0f,1.0f,0.0f);p vector[2] = new Vector3 (1.0f,0.0f,0.0f);p vector[3] = new Vector3 (1.0f,0.0f,0.0f);p vector[4] = new Vector3 (0.0f,1.0f,0.0f);p vector[5] = new Vector3 (1.0f,1.0f,0.0f);//backpvector[6] = new Vector3 (0.0f,0.0f,1.0f); PVECTOR[7] = new Vector3 (0.0f,1.0f,1.0f);p vector[8] = new Vector3 (1.0f,0.0f,1.0f);p vector[9] = new Vector3 (1.0f,0.0f, 1.0f);p vector[10] = new Vector3 (0.0f,1.0f,1.0f);p vector[11] = new Vector3 (1.0f,1.0f,1.0f);//leftpvector[12] = new Vector3 (0.0f,0.0f,0.0f);p vector[13] = nEW Vector3 (0.0f,0.0f,1.0f);p vector[14] = new Vector3 (0.0f,1.0f,1.0f);p vector[15] = new Vector3 (0.0f,1.0f,1.0f); PVECTOR[16] = new Vector3 (0.0f,1.0f,0.0f);p vector[17] = new Vector3 (0.0f,0.0f,0.0f);//rightpvector[18] = new Vector3 ( 1.0f,0.0f,0.0f);p vector[19] = new Vector3 (1.0f,0.0f,1.0f);p vector[20] = new Vector3 (1.0f,1.0f,0.0f);p vector[21] = new Vector3 (1.0f,1.0f,0.0f);p vector[22] = new Vector3 (1.0f,0.0f,1.0f);p vector[23] = new Vector3 (1.0f,1.0f,1.0f);// UPPVECTOR[24] = new Vector3 (0.0f,1.0f,0.0f);p vector[25] = new Vector3 (0.0f,1.0f,1.0f);p vector[26] = new Vector3 (1.0f, 1.0f,0.0f);p vector[27] = new Vector3 (1.0f,1.0f,0.0f);p vector[28] = new Vector3 (0.0f,1.0f,1.0f);p vector[29] = new Vector3 (1.0f,1.0f,1.0f);//downpvector[30] = new Vector3 (0.0f,0.0f,0.0f);p vector[31] = new Vector3 (0.0f,0.0f,1.0f); PVECTOR[32] = new Vector3 (1.0f,0.0f,0.0f);p vector[33] = new Vector3 (1.0f,0.0f,0.0f);p vector[34] = new Vector3 (0.0f,0.0f , 1.0f);p vector[35] = new Vector3 (1.0f,0.0f,1.0f); for (var nindex:int = 0; nIndex < Ptriangles.length;++nindex) {Ptriangles[nindex] =nindex;} Pmesh.clear ();p mesh.vertices = pvector;//mesh Vertex pmesh.triangles = ptriangles;//triangle Pmesh.recalculatebounds ();}
The road of Unity3d cultivation: drawing a cube with mesh