I am making a custom mesh, a Plane, simply for educational purposes.
The mesh is created correct but it's facing downwards (-Y Global), if I want to see it correct then I will have to rotate the GameObject 180 degrees so it's facing upwards (Y Global), which is bad. I don't want to rotate it.
Do you know how can I create it correctly right from the start?
In case you're interested to know here's the snippet.
public static void Test()
{
GameObject go = new GameObject("Test");
MeshRenderer mr = go.AddComponent();
mr.sharedMaterial = new Material(Shader.Find("Diffuse"));
MeshFilter mf = go.AddComponent();
Mesh m = new Mesh();
m.name = "TestMesh";
m.vertices = new Vector3[] {
new Vector3(-1, 0, -1),
new Vector3(1, 0, -1),
new Vector3(1, 0, 1),
new Vector3(-1, 0, 1)
};
m.triangles = new int[] {
0, 1, 2, 0, 2, 3
};
m.RecalculateNormals();
m.RecalculateBounds();
mf.sharedMesh = m;
}
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