1.创建一个新的Mesh
2.创建一个Vector3 vertices集合,用来储存cube的八个顶点
3.创建一个int集合 triangles,用来储存绘制需要绘制的三角形的顺序
4.创建一个Vector2集合 uv,用来储存渲染的数值(图片的大小,值为0-1)
5.需要注意vertices 和uv 集合的长度需要匹配
Mesh mesh1 = new Mesh();
List<Vector3> vertices = new List<Vector3>();
vertices.Add(new Vector3(0, 0, 0));
vertices.Add(new Vector3(0, 5, 0));
vertices.Add(new Vector3(5, 5, 0));
vertices.Add(new Vector3(5, 0, 0));
vertices.Add(new Vector3(0, 0, 5)); //4
vertices.Add(new Vector3(0, 5, 5));
vertices.Add(new Vector3(5, 5, 5));
vertices.Add(new Vector3(5, 0, 5));
mesh1.vertices = vertices.ToArray();
mesh1.triangles = new int[]{
0,2,1,
2,0,3,
1,6,5,
6,1,2,
2,3,6,
3,7,6,
5,0,1,
5,4,0,
5,6,4,
6,7,4,
4,7,0,
7,3,0
};
List<Vector2> uv = new List<Vector2>();
uv.Add(new Vector2(0, 0));
uv.Add(new Vector2(0, 1));
uv.Add(new Vector2(1, 1));
uv.Add(new Vector2(1, 0));
uv.Add(new Vector2(0, 0));
uv.Add(new Vector2(0, 1));
uv.Add(new Vector2(1, 1));
uv.Add(new Vector2(1, 0));
mesh1.uv = uv.ToArray();
mesh1.RecalculateNormals(); //正常绘制
GetComponent<MeshFilter>().mesh = mesh1;
GetComponent<MeshCollider>().sharedMesh = mesh1;