void calculatenoise()

{

for (int x = 0; x < xlenght; x++)

{

for (int y = 0; y < ylenght; y++)

{

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

{

generatednoise[x, y] += Amplitudes ** Mathf.PerlinNoise(*

*Frequencies *** x / xlenght * scale + xOffset, Frequencies *** y / ylenght * scale + yOffset);*

*}*

*vertecies[vertecieindex] = new Vector3(x/xlenght, calculateheight(x, y), y/ylenght);*

*vertecieindex++;*

*}*

*}*

*}*

*float calculateheight(int x, int y)*

*{*

*return generatednoise[x, y];*

*}*

You’ll need to provide way more information than that.

I’m assuming that you’re trying to procedurally generate a terrain using a heightmap for the position of the vertices. You need the triangles for the mesh, however, which aren’t complicated to calculate.

Think of the mesh as a plane, and construct small quads between every four vertices in the mesh. There is a video about this from Sebastian Lague, where he generates a mesh by calculating the triangles for a plane, with the vertices. See video here