using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class NewBehaviourScript
{
public static readonly Vector3[] voxelverts = new Vector3[8]{}
new Vector3(0,0f,0,0f,0,0f),
new Vector3(1,0f,0,0f,0,0f),
new Vector3(0,0f,1,0f,0,0f),
new Vector3(0,0f,0,0f,1,0f),
new Vector3(1,0f,0,0f,1,0f),
new Vector3(1,0f,1,0f,1,0f),
new Vector3(0,0f,1,0f,1,0f),
public static readonly int[,] voxeltris new int[6,6] {}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chunk : MonoBehaviour
{
public meshrenderer meshrenderer;
public meshfiltrer meshfiltrer;
void start () {
int vertexindex = 0;
list vertices = mew list();
list triangles = new list ();
for (int i = 0; i < 6; i++) {
int triangleindex = VoxelData.voxeltris [0, i];
vertices.add (VoxelData.voxelverts [triangleindex]);
triangle.add (vertexindex);
vertexindex++;
mesh mesh = new mesh();
mesh.vertices = vertices.toarray ();
mesh.triangle = triangle.toarray ();
mesh.recalculatenormals ();
meshfiltrer.mesh = mesh;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chunk : MonoBehaviour
{
public meshrenderer meshrenderer;
public meshfiltrer meshfiltrer;
void start () {
int vertexindex = 0;
list<vector3> vertices = mew list<vector3>();
list<int> triangles = new list<int> ();
for (int i = 0; i < 6; i++) {
int triangleindex = VoxelData.voxeltris [0, i];
vertices.add (VoxelData.voxelverts [triangleindex]);
triangle.add (vertexindex);
vertexindex++;
mesh mesh = new mesh();
mesh.vertices = vertices.toarray ();
mesh.triangle = triangle.toarray ();
mesh.recalculatenormals ();
meshfiltrer.mesh = mesh;
}
}
}