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The looks like a compiler bug. But in any case: You don't need the copy into a const array, just use the non-const one. You don't need those large arrays, from what I see everything in the shader can be done in a single for (i = 0; i < TAM; i += 3) loop with small arrays of 3. That should work around the compiler bug and probably make the shader ...


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It worked. My Code: Mesh mesh = new Mesh(); mesh.vertices = newVertices; mesh.uv = newUV; GetComponent<MeshFilter>().mesh = mesh; mesh.SetIndices(new int[] { 0 }, MeshTopology.Points, 0); The last line creates was very important to create a trinagle. For saving the Mesh: AssetDatabase.CreateAsset(m1, "Assets/" + "oneVertexMesh" ...



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