# How to obtain the world space coordinates for each individual vertex on a Mesh?

Hi all,

I’d like to know how to obtain the world space coordinates for each individual vertex on a Mesh, which has been previously loaded and assigned to a Gameobject. My code is:

``````public class ComputeAngles : MonoBehaviour {

Mesh _malla;
GameObject _67P_3Dobject;
Material _67P_material;
Vector3 _sunPosition = new Vector3(0.0f,0.0f,0.0f);
Vector3 _67PPosition = new Vector3(0.0f,0.0f,0.0f);
float scale = 10.0f;
int j;

void Start(){

//Load mesh and material
_malla  = Resources.Load("Meshes/tube",typeof(Mesh)) as Mesh;
_67P_material = Resources.Load("Meshes/Materials/No Name",typeof(Material)) as Material;

//A gameobject is created and the mesh is assigned to it
_67P_3Dobject = new GameObject("67P");
_67P_3Dobject.GetComponent<MeshFilter>().mesh = _malla;
_67P_3Dobject.transform.position = _67PPosition;
_67P_3Dobject.transform.localScale = new Vector3(scale,scale,scale);
Renderer renderer = _67P_3Dobject.GetComponent<MeshRenderer>().renderer;
renderer.material = _67P_material;

//We print the number of vertices and facets of the mesh
print("Number of vertices = "+_malla.vertexCount);
print("Number of facets = "+_malla.triangles.Length/3);

//We print the world coordinates of each vertex in the mesh
Mesh mesh_runtime = _67P_3Dobject.GetComponent<MeshFilter>().mesh;
Vector3[] verteces = mesh_runtime.vertices;

foreach (Vector3 vertex in verteces) {
print(transform.TransformPoint(vertex));
}
}}
``````

However, it seems like the coordinates of the vertices are wrong, since they do not correspond to the bounds of the mesh in the space.

``````Transform tr = _67P_3Dobject.transform;