How do i instantiate a Vector3[] ??

hello i am having some trouble trying to instantiate ‘Vector3 newVerts’ on ‘Vector3 origVerts’ like whats in Pic1 what i am trying to do is spawning newVerts on each origVerts, but the results i am getting are in Pic2,

i don’t want to use the Instantiate function because i don’t want to apply a transform/gameobject to it, does anyone know how to do this? @damagefilter

(i’ll put my code down below so you
know what i have done)

-Pic1. ( what i would like to achieve )
[76718-capture32.png*_|76718]

-Pic2. ( The Results i get with my code below )
[76719-capture33.png*_|76719]

Here is the code so you know what i have done.

using UnityEngine;
using System.Collections;

public class Extruder : MonoBehaviour {

    public float rotAngle;
    public int stretch = 5;
    private MeshFilter mf;
    private Vector3[] origVerts;
    private Vector3[] newVerts;
    void Start()
    {
        mf = GetComponent<MeshFilter>();
        origVerts = mf.mesh.vertices;
        newVerts = new Vector3[origVerts.Length];
        Generate();
    }
    void Generate()
    {
        for(int i = 0, x = 0; i < stretch; i++ ,x++)
        {
            newVerts[x] = new Vector3(0,0,i);
        }
        mf.mesh.vertices = newVerts;
    }
    void OnDrawGizmos()
    {
        Gizmos.color = Color.white;
        for (int i = 0; i < newVerts.Length; i++)
        {
            Gizmos.DrawSphere(newVerts*, 0.1f);*

}
Gizmos.color = Color.green;
for (int i = 0; i < origVerts.Length; i++)
{
Gizmos.DrawSphere(origVerts*, 0.2f);*
}
}
}

_*
_*

Your Generate method should be like this

     void Generate()
     {
         for(int i = 0, x = 0; i < stretch; i++ ,x++)
         {
             newVerts[x] = new Vector3(origVerts[x].x,0,i);
         }
         mf.mesh.vertices = newVerts;
     }

I guess the problem is that you are generating each new vertex at a different stretch position (z=i). You have to use 4 (or orgVertex.Length) times the same stretch value

void Generate()
    {
        for (int i = 0; i < stretch; i++)
        {
            for (int x = 0; x < orgVerts.Length; x++)
            {
                 newVerts[x] = new Vector3(origVerts[x].x,0,i);
            }                  
        }
        mf.mesh.vertices = newVerts;
    }