Is there a specific way that unity adds vertices to the mesh.vertices array? Does it differ from mesh to mesh/program to program/ or is it just random altogether(or based on many variables)? I guess all the tools are there for me to determine that the index is of each vertex in a specific mesh, but if they are added to the array in a specifc order i can cut down uv/normal calculations(this would be very optimal if you can hint to how unity handles importing a meshes vertices).
Im still working out the whole uv/normal calc for each vertex using references here from other answers like: @bunny83 's post about subdividing and @Statement 's post about fetching triangles. I actually got inspired by Lasse 's answer to @Fattie 's question about finding nearby triangles, which is basically exactly what i am doing. I want to set up a tree for an equal planes triangles(unitys built-in plane for now)(quadtree built from Start() ?) , i suppose thats the most relevant part of my question/inquiry other than order of vertices in the mesh.vertices array.
Sorry for the compacted question/answer post, hopefully it will inspire others as it has me. I look forward to your insight on this, ive been pondering this question for days now and just trying to figure out the best method before i type it all out(cuz ill probly get lazy and not continue research if i type it out first, at least 'til it becomes a problem :P).