using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshGenerator : MonoBehaviour
{
public int resX = 2; // 2 minimum
public int resZ = 2;
public float length = 1f;
public float width = 1f;
private MeshFilter meshf;
private UnityEngine.Mesh mesh;
private Vector3[] vertices;
private int v1;
private int v2;
private void Start()
{
GenerateMesh();
}
private void GenerateMesh()
{
// You can change that line to provide another MeshFilter
meshf = GetComponent<MeshFilter>();
mesh = new UnityEngine.Mesh();
meshf.mesh = mesh;
mesh.Clear();
#region Vertices
vertices = new Vector3[resX * resZ];
for (int z = 0; z < resZ; z++)
{
// [ -length / 2, length / 2 ]
float zPos = ((float)z / (resZ - 1) - .5f) * length;
for (int x = 0; x < resX; x++)
{
// [ -width / 2, width / 2 ]
float xPos = ((float)x / (resX - 1) - .5f) * width;
vertices[x + z * resX] = new Vector3(xPos, 0f, zPos);
}
}
#endregion
#region Normales
Vector3[] normales = new Vector3[vertices.Length];
for (int n = 0; n < normales.Length; n++)
normales[n] = Vector3.up;
#endregion
#region UVs
Vector2[] uvs = new Vector2[vertices.Length];
for (int v = 0; v < resZ; v++)
{
for (int u = 0; u < resX; u++)
{
uvs[u + v * resX] = new Vector2((float)u / (resX - 1), (float)v / (resZ - 1));
}
}
#endregion
#region Triangles
int nbFaces = (resX - 1) * (resZ - 1);
int[] triangles = new int[nbFaces * 6];
int t = 0;
for (int face = 0; face < nbFaces; face++)
{
// Retrieve lower left corner from face ind
int i = face % (resX - 1) + (face / (resZ - 1) * resX);
triangles[t++] = i + resX;
triangles[t++] = i + 1;
triangles[t++] = i;
triangles[t++] = i + resX;
triangles[t++] = i + resX + 1;
triangles[t++] = i + 1;
}
#endregion
mesh.vertices = vertices;
mesh.normals = normales;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateBounds();
//mesh.Optimize();
}
private void OnDrawGizmos()
{
if (vertices == null)
{
return;
}
Gizmos.color = Color.black;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(transform.TransformPoint(vertices*), 0.1f);*
}
}
void OnMouseDown()
{
if (Input.GetMouseButtonDown(0))
}
I used a break point on the line:
if (Input.GetMouseButtonDown(0))
But it’s never get there.
Might be the camera in the gameview is too far ?
I tried now to move the camera as close as i can to the created mesh but still it’s not getting to the onmousedown function.