Gist a0da4f5f6a6476db55c3fb6a80baadd7
✓ Published0🌍 Public
Aandybak
Last edited May 29, 2019
Created on May 29, 2019
This example shows how to convert a 3D mesh into a point cloud by changing its topology. It displays the original geometry as a set of discrete vertices instead of connected triangles. The code uses Unity’s `MeshFilter` and `Mesh` APIs, setting the mesh’s indices to cover every vertex and applying `MeshTopology.Points` to render each vertex as an individual point. It operates both in edit mode and during play, updating the shared mesh or the active mesh accordingly, making the conversion immediate and visible in the scene.
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