Get vertex num from UV Coordinates

Hi,

I almost finish my coordinates system, but I have a trouble, I want to get the Vertex Num from UV coordinates:

	public float GetHeights(float x, float z) {

            //Get the mesh from the scene
		GameObject plane = GameObject.Find("GameScripts").transform.FindChild("Chunk_"+Mathf.Round(x/planeSize)+","+Mathf.Round(z/planeSize)).gameObject;

		// Get the planes vertices
		Mesh mesh = plane.GetComponent<MeshFilter>().mesh;
		Vector3[] vertices = mesh.vertices;

            //Get the UV coordinates from the selected mesh
		Vector3 vectorToSearch = plane.GetComponent<MeshFilter>().transform.InverseTransformPoint(new Vector3 (x, 0, z));

            //Try to get the mesh that have those coordinates
		int vertexNum = 0;

		for(int i = 0; i < vertices.Length; i++) {

			if(vertices_.x == (int)vectorToSearch.x && vertices*.z == (int)vectorToSearch.z) {*_

* vertexNum = i;*
* break;*
* }*

* }*

* return vertices[vertexNum].y;*
* }*
I try to get with:
for(int i = 0; i < vertices.Length; i++) {

if(vertices_.x == (int)vectorToSearch.x && vertices*.z == (int)vectorToSearch.z) {
vertexNum = i;
break;
}*_

* }*
I check all the vertex and I compare it with the vector getted but I don’t know why I only get 0, if everything is correct…
What I’m doing wrong?
**Thanks in advance.
Bye.**

I’ve not tested it, but have you tried casting all values to int?

eg

if( (int)vertices*.x == (int)vectorToSearch.x etc...*

Unless vertices*.x is an int you’ll be comparing a float to an int. Even then, I don’t know what it’ll do with rounding.*