I want to be able to generate a cube world, like minecraft using meshes. This code makes
a cube. If i add this to a gameobject, how can i add another mesh to the mesh without assigning it to a new gameobject?
public Mesh AddMesh(Vector3 position)
{
Mesh returnMesh = new Mesh();
returnMesh.name = "Mesh2" + position;
Vector3[] vertices = new Vector3[8] { new Vector3(Mathf.Floor(position.x / size) * size, position.y, Mathf.Floor(position.z / size) * size),
new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y, Mathf.Floor(position.z / size) * size),
new Vector3(Mathf.Floor(position.x / size) * size, position.y, (Mathf.Floor(position.z / size) + 1) * size),
new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y, (Mathf.Floor(position.z / size) + 1) * size),
new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y+1, (Mathf.Floor(position.z / size) + 1) * size),
new Vector3((Mathf.Floor(position.x / size) + 0) * size, position.y+1, (Mathf.Floor(position.z / size) + 1) * size),
new Vector3((Mathf.Floor(position.x / size) + 0) * size, position.y+1, (Mathf.Floor(position.z-1 / size) + 1) * size),
new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y+1, (Mathf.Floor(position.z-1 / size) + 1) * size)
};
int[] triangles = new int[39] { 0, 2, 1, 1, 2, 3,2,3,4,4,5,2,5,0,2,5,6,0,6,7,0,0,7,1,3,4,1,1,7,4,6,4,7,4,6,5,1,4,3 };
returnMesh.vertices = vertices;
returnMesh.triangles = triangles;
returnMesh.RecalculateNormals();
return returnMesh;
}