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Array to mesh

Array to mesh converts a numeric value array into Geometry. Use it for positions generated by a script or control process. It does not import arbitrary indexed-mesh JSON or accept separate normals, UVs and indices.

Ports and controls

Port or control Meaning
Input Flat float array: [x0, y0, z0, x1, y1, z1, …]. Supply complete XYZ triples.
Triangulate Requests ball-pivoting surface reconstruction from the input points. Off copies the positions without reconstructing a surface.
Position XYZ translation in the geometry’s coordinate system.
Rotation XYZ Euler angles in degrees.
Scale Per-axis scale factors.
Geometry Output geometry and its placement transform.

Workflow and limitations

  1. Start with a small array whose length is a multiple of three.
  2. Set Triangulate before sending the array; rebuilding is triggered by an Input update.
  3. Connect Geometry to Geometry Info to inspect the vertex count, then to a geometry consumer in the Render Pipeline.

Triangulation is a reconstruction request, not a guarantee that arbitrary points form a usable surface. The current algorithm uses fixed ball-pivoting parameters; there are no reconstruction-radius or topology controls on this process. With Triangulate off, it does not calculate useful normals or UVs from the supplied positions. It is not a point/line/triangle mode selector.

Use Buffers to geometry when you need explicit topology, vertex attributes or an index buffer. See Geometry and buffer utilities for the other conversion paths.