how to make Unifiwiki "CreatePlane.cs" 3verts per triangle

I want to make a flat shaded retro-style and it would be nice to change CreatePlane so that none of the triangles have shared vertices.

4 example, if I make a 32x32 plane with this code, there are twice as many triangles is there are vertices, there should be 3 times as many vertices as triangles.

I couldn’t figure out where it is minimising the vertices-can you see?:

using UnityEngine;
using UnityEditor;
using System.Collections;
 
 
public class CreatePlane : ScriptableWizard
{
 
    public enum Orientation
    {
        Horizontal,
        Vertical
    }
 
    public enum AnchorPoint
    {
        TopLeft,
        TopHalf,
        TopRight,
        RightHalf,
        BottomRight,
        BottomHalf,
        BottomLeft,
        LeftHalf,
        Center
    }
 
    public int widthSegments = 1;
    public int lengthSegments = 1;
    public float width = 1.0f;
    public float length = 1.0f;
    public Orientation orientation = Orientation.Horizontal;
    public AnchorPoint anchor = AnchorPoint.Center;
    public bool addCollider = false;
    public bool createAtOrigin = true;
    public string optionalName;
 
    static Camera cam;
    static Camera lastUsedCam;
 
 
    [MenuItem("GameObject/Create Other/Custom Plane...")]
    static void CreateWizard()
    {
        cam = Camera.current;
        // Hack because camera.current doesn't return editor camera if scene view doesn't have focus
        if (!cam)
            cam = lastUsedCam;
        else
            lastUsedCam = cam;
        ScriptableWizard.DisplayWizard("Create Plane",typeof(CreatePlane));
    }
 
 
    void OnWizardUpdate()
    {
        widthSegments = Mathf.Clamp(widthSegments, 1, 254);
        lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
    }
 
 
    void OnWizardCreate()
    {
        GameObject plane = new GameObject();
 
        if (!string.IsNullOrEmpty(optionalName))
            plane.name = optionalName;
        else
            plane.name = "Plane";
 
        if (!createAtOrigin && cam)
            plane.transform.position = cam.transform.position + cam.transform.forward*5.0f;
        else
            plane.transform.position = Vector3.zero;
 
		Vector2 anchorOffset;
		string anchorId;
		switch (anchor)
		{
		case AnchorPoint.TopLeft:
			anchorOffset = new Vector2(-width/2.0f,length/2.0f);
			anchorId = "TL";
			break;
		case AnchorPoint.TopHalf:
			anchorOffset = new Vector2(0.0f,length/2.0f);
			anchorId = "TH";
			break;
		case AnchorPoint.TopRight:
			anchorOffset = new Vector2(width/2.0f,length/2.0f);
			anchorId = "TR";
			break;
		case AnchorPoint.RightHalf:
			anchorOffset = new Vector2(width/2.0f,0.0f);
			anchorId = "RH";
			break;
		case AnchorPoint.BottomRight:
			anchorOffset = new Vector2(width/2.0f,-length/2.0f);
			anchorId = "BR";
			break;
		case AnchorPoint.BottomHalf:
			anchorOffset = new Vector2(0.0f,-length/2.0f);
			anchorId = "BH";
			break;
		case AnchorPoint.BottomLeft:
			anchorOffset = new Vector2(-width/2.0f,-length/2.0f);
			anchorId = "BL";
			break;			
		case AnchorPoint.LeftHalf:
			anchorOffset = new Vector2(-width/2.0f,0.0f);
			anchorId = "LH";
			break;			
		case AnchorPoint.Center:
		default:
			anchorOffset = Vector2.zero;
			anchorId = "C";
			break;
		}
 
        MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));
        plane.AddComponent(typeof(MeshRenderer));
 
        string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal? "H" : "V") + anchorId + ".asset";
        Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName,typeof(Mesh));
 
        if (m == null)
        {
            m = new Mesh();
            m.name = plane.name;
 
            int hCount2 = widthSegments+1;
            int vCount2 = lengthSegments+1;
            int numTriangles = widthSegments * lengthSegments * 6;
            int numVertices = hCount2 * vCount2;
 
            Vector3[] vertices = new Vector3[numVertices];
            Vector2[] uvs = new Vector2[numVertices];
            int[] triangles = new int[numTriangles];
 
            int index = 0;
            float uvFactorX = 1.0f/widthSegments;
            float uvFactorY = 1.0f/lengthSegments;
            float scaleX = width/widthSegments;
            float scaleY = length/lengthSegments;
            for (float y = 0.0f; y < vCount2; y++)
            {
                for (float x = 0.0f; x < hCount2; x++)
                {
                    if (orientation == Orientation.Horizontal)
                    {
                        vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, 0.0f, y*scaleY - length/2f - anchorOffset.y);
                    }
                    else
                    {
                        vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, y*scaleY - length/2f - anchorOffset.y, 0.0f);
                    }
                    uvs[index++] = new Vector2(x*uvFactorX, y*uvFactorY);
                }
            }
 
            index = 0;
            for (int y = 0; y < lengthSegments; y++)
            {
                for (int x = 0; x < widthSegments; x++)
                {
                    triangles[index]   = (y     * hCount2) + x;
                    triangles[index+1] = ((y+1) * hCount2) + x;
                    triangles[index+2] = (y     * hCount2) + x + 1;
 
                    triangles[index+3] = ((y+1) * hCount2) + x;
                    triangles[index+4] = ((y+1) * hCount2) + x + 1;
                    triangles[index+5] = (y     * hCount2) + x + 1;
                    index += 6;
                }
            }
 
            m.vertices = vertices;
            m.uv = uvs;
            m.triangles = triangles;
            m.RecalculateNormals();
 
            AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName);
            AssetDatabase.SaveAssets();
        }
 
        meshFilter.sharedMesh = m;
        m.RecalculateBounds();
 
        if (addCollider)
            plane.AddComponent(typeof(BoxCollider));
 
        Selection.activeObject = plane;
    }
}

this works as a postprocessing step, it prepares any unity mesh for flat shading

	var mesh : Mesh = pl.GetComponent(MeshFilter).mesh;
	var myvertices : Vector3[]= mesh.vertices;
	var mytriangles : int[] = mesh.triangles;
	var newvertices = new Vector3[mytriangles.Length];

	for (var TR:int = 0; TR < mytriangles.length ; TR ++){	
	newvertices = myvertices[mytriangles];
	mytriangles = TR;
	}
	mesh.vertices = newvertices;
	mesh.triangles = mytriangles;