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void Start()
{
GameObject go = new GameObject(" lane");
Vector3[] newVertices;
Vector2[] newUV;
int[] newTriangles;
Mesh mesh = new Mesh();
newVertices = new Vector3[] { new Vector3(1, 0, -1), new Vector3(-1, 0, -1), new
Vector3(1, 0, 1), new Vector3(-1, 0, 1) };
newTriangles = new int[] { 1, 3, 0, 3, 2, 0 };
newUV = new Vector2[4];
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
mesh.normals = new UnityEngine.Vector3[] { new Vector3(0, 0, 1), new Vector3(0, 0,
1), new Vector3(0, 0, 1), new Vector3(0, 0, 1) };
go.AddComponent("MeshFilter");
MeshFilter filter = go.GetComponent<MeshFilter>();
filter.mesh = mesh;
go.AddComponent("MeshRenderer");
MeshRenderer renderer = go.GetComponent<MeshRenderer>();
renderer.materials = new UnityEngine.Material[2];
Material material0 = new Material(Shader.Find("Transparent/Diffuse"));
material0.SetColor("_Color", Color.red);
renderer.materials[0] = material0;
Material material1 = new Material(Shader.Find("Transparent/Diffuse"));
material1.color = Color.green;//赋值不管事
renderer.materials[1] = material1;
renderer.materials[0].color = Color.green;
renderer.materials[1].color = Color.red;
go.AddComponent<MeshCollider>();
MeshCollider collider = go.GetComponent<MeshCollider>();
collider.mesh = mesh;
}
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