Answers for "Runtime mesh generation"
http://answers.unity.com/questions/126976/runtime-mesh-generation.html
The latest answers for the question "Runtime mesh generation"Answer by insominx
http://answers.unity.com/answers/396104/view.html
This video breaks the whole thing down pretty well: [Unity Tips and Tricks][1]
[1]: http://www.youtube.com/watch?v=3jHe1FzrKD8Fri, 08 Feb 2013 21:54:24 GMTinsominxAnswer by Jesse Anders
http://answers.unity.com/answers/126999/view.html
The 'vertices' array contains the positions of the vertices in the mesh, and the 'triangles' array indexes into the 'vertices' array, with each set of 3 consecutive indices describing a triangle.
You can arrange the vertices however you want, but for something like this you'd typically arrange the vertices by row and then by column or vice versa. Generating the triangle indices then just involves a loop and a little arithmetic.
For examples of how to create meshes via code, check out the examples in the documentation for the Mesh class (if you haven't already), and the 'procedural mesh' examples on the Unity website.Tue, 07 Jun 2011 01:46:44 GMTJesse Anders