using System.Collections; using System.Collections.Generic; using UnityEngine; public class ProceduralMeshData { public Vector3[] Vertices; public Vector3[] Normals; public Vector4[] Tangents; public List Indices = new List(); public List> Uvs = new List>(); public void ApplyToMesh(Mesh m) { m.Clear(); m.subMeshCount = Indices.Count; m.vertices = Vertices; for (int i = 0; i < Indices.Count; ++i) { m.SetIndices(Indices[i], MeshTopology.Triangles, i); } m.normals = Normals; m.tangents = Tangents; for (int i = 0; i < Uvs.Count; ++i){ m.SetUVs(i, Uvs[i]); } m.UploadMeshData(false); } }