After looking at some examples, I managed to figure it out, it’s only missing UV coords(I just put in default X-Z planar UV coords as a placeholder). The task seemed more intimidating than it actually was. Here’s the code:
EDIT: Split up the vertices for texture mapping and did the texture mapping work. Also added adding a box collider.
using UnityEngine;
using System.Collections;
public static class CreateArbitaryPrimitive
{
public static void CreateCuboid(Vector3 origin, Vector3 end)
{
Vector3 diff = end - origin;
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[24];
Vector2[] uv = new Vector2[vertices.Length];
int[] triangles = new int[36];
vertices[0] = new Vector3(0, 0, 0);//side1
uv[0] = new Vector2(1 / 6f, 0);
vertices[1] = new Vector3(diff.x, 0, 0);//side1
uv[1] = new Vector2(0 / 6f, 0);
vertices[2] = new Vector3(0, diff.y, 0);//side1
uv[2] = new Vector2(1 / 6f, 1);
vertices[4] = new Vector3(diff.x, diff.y, 0);//side1
uv[4] = new Vector2(0 / 6f, 1);
vertices[3] = new Vector3(0, 0, diff.z); //side2
uv[3] = new Vector2(1 / 6f, 0);
vertices[8] = new Vector3(0, diff.y, 0); //side2
uv[8] = new Vector2(2 / 6f, 1);
vertices[5] = new Vector3(0, diff.y, diff.z);//side2
uv[5] = new Vector2(1 / 6f, 1);
vertices[9] = new Vector3(0, 0, 0);//side2
uv[9] = new Vector2(2 / 6f, 0);
vertices[10] = new Vector3(0, diff.y, diff.z);//side3
uv[10] = new Vector2(3 / 6f, 1);
vertices[6] = new Vector3(diff.x, 0, diff.z);//side3
uv[6] = new Vector2(2 / 6f, 0);
vertices[7] = new Vector3(diff.x, diff.y, diff.z);//side3
uv[7] = new Vector2(2 / 6f, 1);
vertices[11] = new Vector3(0, 0, diff.z);//side3
uv[11] = new Vector2(3 / 6f, 0);
vertices[12] = new Vector3(diff.x, diff.y, diff.z);//side4
uv[12] = new Vector2(4 / 6f, 1);
vertices[13] = new Vector3(diff.x, 0, diff.z);//side4
uv[13] = new Vector2(4 / 6f, 0);
vertices[14] = new Vector3(diff.x, diff.y, 0);//side4
uv[14] = new Vector2(3 / 6f, 1);
vertices[15] = new Vector3(diff.x, 0, 0);//side4
uv[15] = new Vector2(3 / 6f, 0);
vertices[16] = new Vector3(0, 0, 0);//bottom
uv[16] = new Vector2(5 / 6f, 0);
vertices[17] = new Vector3(diff.x, 0, diff.z);//bottom
uv[17] = new Vector2(4 / 6f, 1);
vertices[18] = new Vector3(0, 0, diff.z);//bottom
uv[18] = new Vector2(5 / 6f, 1);
vertices[19] = new Vector3(diff.x, 0, 0);//bottom
uv[19] = new Vector2(4 / 6f, 0);
vertices[20] = new Vector3(diff.x, diff.y, diff.z);//top
uv[20] = new Vector2(1, 1);
vertices[21] = new Vector3(0, diff.y, 0); //top
uv[21] = new Vector2(5 / 6f, 0);
vertices[22] = new Vector3(0, diff.y, diff.z);//top
uv[22] = new Vector2(5 / 6f, 1);
vertices[23] = new Vector3(diff.x, diff.y, 0);//top
uv[23] = new Vector2(1, 0);//top
#region Triangles
//sides
//side1
triangles[0] = 2;
triangles[1] = 1;
triangles[2] = 0;
triangles[3] = 1;
triangles[4] = 2;
triangles[5] = 4;
//side2
triangles[6] = 3;
triangles[7] = 8;
triangles[8] = 9;
triangles[9] = 5;
triangles[10] = 8;
triangles[11] = 3;
//side3
triangles[12] = 10;
triangles[13] = 6;
triangles[14] = 7;
triangles[15] = 11;
triangles[16] = 6;
triangles[17] = 10;
//side4
triangles[18] = 12;
triangles[19] = 13;
triangles[20] = 14;
triangles[21] = 14;
triangles[22] = 13;
triangles[23] = 15;
//bottom
triangles[24] = 16;
triangles[25] = 17;
triangles[26] = 18;
triangles[27] = 19;
triangles[28] = 17;
triangles[29] = 16;
//top
triangles[30] = 22;
triangles[31] = 20;
triangles[32] = 21;
triangles[33] = 21;
triangles[34] = 20;
triangles[35] = 23;
#endregion
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
GameObject go = new GameObject("Cuboid", typeof(MeshRenderer), typeof(MeshFilter), typeof(BoxCollider));
go.transform.position = origin;
go.GetComponent<MeshFilter>().mesh = mesh;
BoxCollider collider = go.GetComponent<BoxCollider>();
collider.size = mesh.bounds.size;
collider.center = mesh.bounds.size / 2;
}
}