要先在外面先建立 "空物件",然後把以下程式碼拖進去
之後要手動 Add Component,本次需要匯入兩個 Component,分別是 MeshFillter 與 MeshRender
最後在建立一個 Material 把它丟入 MeshRender (如果有喜歡的圖片也可匯入)
如下:
執行結果 (沒意外會出現一個 小蘿莉 平面,大功告成!!):
程式碼:
using UnityEngine;
using System.Collections;
public class MyMesh : MonoBehaviour {
void Start () {
MeshFilter mf = GetComponent <MeshFilter>();
Mesh m = new Mesh ();
mf.mesh = m;
Vector3 [] v = new Vector3[4];
v [0] = new Vector3 (0, 0, 0);
v [1] = new Vector3 (10, 0, 0);
v [2] = new Vector3 (0, 10, 0);
v [3] = new Vector3 (10, 10, 0);
int [] t = new int[6];
t [0] = 0;
t [1] = 2;
t [2] = 1;
t [3] = 2;
t [4] = 3;
t [5] = 1;
Vector3 [] n = new Vector3[4];
n [0] = new Vector3 (0, 0, -1);
n [1] = new Vector3 (0, 0, -1);
n [2] = new Vector3 (0, 0, -1);
n [3] = new Vector3 (0, 0, -1);
Vector2 [] uv = new Vector2[4];
uv [0] = new Vector2 (0, 0);
uv [1] = new Vector2 (1, 0);
uv [2] = new Vector2 (0, 1);
uv [3] = new Vector2 (1, 1);
m.vertices = v;
m.triangles = t;
m.normals = n;
m.uv = uv;
}
}
// ------------------------------------- 精簡版,只要丟到空物件 + 給他一個材質即可
using UnityEngine;
using UnityEditor;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
public Material myMaterial;
void Start () {
gameObject.AddComponent ("MeshRenderer");
gameObject.AddComponent ("MeshFilter");
MeshRenderer mr = GetComponent <MeshRenderer>();
mr.material = myMaterial;
MeshFilter mf = GetComponent <MeshFilter>();
Mesh m = new Mesh ();
mf.mesh = m;
Vector3 [] v = new Vector3[4];
v [0] = new Vector3 (0, 0, 0);
v [1] = new Vector3 (10, 0, 0);
v [2] = new Vector3 (0, 10, 0);
v [3] = new Vector3 (10, 10, 0);
int [] t = new int[6];
t [0] = 0;
t [1] = 2;
t [2] = 1;
t [3] = 2;
t [4] = 3;
t [5] = 1;
Vector3 [] n = new Vector3[4];
n [0] = new Vector3 (0, 0, -1);
n [1] = new Vector3 (0, 0, -1);
n [2] = new Vector3 (0, 0, -1);
n [3] = new Vector3 (0, 0, -1);
Vector2 [] uv = new Vector2[4];
uv [0] = new Vector2 (0, 0);
uv [1] = new Vector2 (1, 0);
uv [2] = new Vector2 (0, 1);
uv [3] = new Vector2 (1, 1);
m.vertices = v;
m.triangles = t;
m.normals = n;
m.uv = uv;
}
}
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