Created
July 26, 2018 21:02
-
-
Save ajayyy/f7087ca6f37760f33bb9dba4b4c2d69f to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//modified from http://ilkinulas.github.io/development/unity/2016/04/30/cube-mesh-in-unity3d.html | |
//modification adds the ability to specify an offset and size | |
void CreateCube(Vector3 offset, Vector3 size) { | |
Vector3[] vertices = { | |
new Vector3 (0, 0, 0), | |
new Vector3 (1, 0, 0), | |
new Vector3 (1, 1, 0), | |
new Vector3 (0, 1, 0), | |
new Vector3 (0, 1, 1), | |
new Vector3 (1, 1, 1), | |
new Vector3 (1, 0, 1), | |
new Vector3 (0, 0, 1), | |
}; | |
for(int i=0; i < vertices.Length; i++) { | |
vertices[i].Scale(size); | |
vertices[i] += offset; | |
} | |
int[] triangles = { | |
0, 2, 1, //face front | |
0, 3, 2, | |
2, 3, 4, //face top | |
2, 4, 5, | |
1, 2, 5, //face right | |
1, 5, 6, | |
0, 7, 4, //face left | |
0, 4, 3, | |
5, 4, 7, //face back | |
5, 7, 6, | |
0, 6, 7, //face bottom | |
0, 1, 6 | |
}; | |
Mesh mesh = GetComponent<MeshFilter>().mesh; | |
mesh.Clear(); | |
mesh.vertices = vertices; | |
mesh.triangles = triangles; | |
mesh.RecalculateNormals(); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment