Procedurally Generated mesh not rendering all triangles,Procedurally generated mesh isn't rendering all triangles?

I’m working on making a planet generator, and to start it off I’m trying to see if I can make a plane of procedurally generates squares.
I have it print out each time a vertex is made, and every time a square is made out of 2 triangles, as well as the coordinates, and even though the console prints out everything properly, only the top row of squares appear.

If it helps, this is my spaghetti-looking code:
(resolution is the amount of squares each side, so a res of 2 would make a 2 by 2 plane, 3 would make a 3 by 3 plane, etc)

int resolution=10;
        int numVert = (resolution+1)*(resolution+1)+1;
        int numTri = resolution*resolution*6;

        Mesh mesh = new Mesh();
        Vector3[] vertices = new Vector3[numVert];
        int[] triangles = new int[numTri];

        int i = 0;
        int i2 = 0;
        int x = 0;
        int y = 0;
        for (y = 0; y <= resolution; y++)
            for (x = 0; x <= resolution; x++)
                vertices[i+1] = new Vector3(x*2,-y*2,0);
                Debug.Log("Vertex made at "+x+","+y);
        for (y = 1; y <= resolution; y++)
            for (x = 1; x <= resolution; x++)
                triangles[i2] = x+resolution+1;
                triangles[i2+1] = x;
                triangles[i2+2] = x+1;
                triangles[i2+3] = x+resolution+1;
                triangles[i2+4] = x+1;
                triangles[i2+5] = x+resolution+2;
                Debug.Log("Square made at "+x+","+y);
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        GetComponent<MeshFilter>().mesh = mesh;
        MeshCollider meshc = gameObject.AddComponent(typeof(MeshCollider)) as MeshCollider;
        meshc.sharedMesh = mesh;

Ok, Mr. you start from a 0 indexing vertex list, u grow up of maxX (resolution) for each y, that for the entire first row is 0.

         for (y = 1; y <= resolution; y++)
             for (x = 1; x <= resolution; x++)

you start here for 1 while doing calculation. resulting in index 0 never being mentioned, and thats what i would do (i did).
you take count of the whole square while triangulating. so u need to check only for the square
in a

resolution-1 * resolution-1 grid

those are the number of square in a grid of resolution*resolution vertices
so u do

         for (y = 0; y <= resolution-1; y++)
             for (x = 0; x <= resolution-1; x++)

and then when selecting the corresponding vertex index u start from the point 0, 0 of the grid and count from there

|          |

entering the indexing like this

                     triangles[i2] = x;
                     triangles[i2+1] = x+1;
                     triangles[i2+2] = x+resolution;
                     triangles[i2+3] = x+resolution;
                     triangles[i2+4] = x+1;
                     triangles[i2+5] = x+resolution+1;

im actually not sure by the orther, but u can figure it out i hope. Good Luck!

i re-read the answer that i posted and pointed out that x, must be accessed linearly so,
u can add another counter, like int index, and then when the last x occur u can call index++

triangles[i2] = index;
triangles[i2+1] = index+1;
triangles[i2+2] = index+resolution;
triangles[i2+3] = index+resolution;
triangles[i2+4] = index+1;
triangles[i2+5] = (index++)+resolution+1

u can rewrite the whole thing as a single for loop int i = 0; i<((resolution-1)*(resolution-1));i++

the y would be i divided / by resolution

removing i2 at all
stepping i for 6 like this

    for(int i = 0 ;i<((resolution-1)*(resolution-1));i++){
int triangle_index = i*6;
    int y = i / resolution;
    //triangle[triangle_index+0] = i;//i+1,i+resolution
    //i2 no more