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
- Start with a small array whose length is a multiple of three.
- Set Triangulate before sending the array; rebuilding is triggered by an Input update.
- 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.