how to do a sculpt in unity
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEditor;
public class m : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
void Start()
{
mesh = GetComponent<MeshFilter>().mesh;
vertices = mesh.vertices;
}
void Update()
{
if (Input.GetMouseButton(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if(Physics.Raycast(ray, out RaycastHit hit))
{
Vector3 HitPosition = hit.point;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 forward = Vector3.up;
Debug.DrawRay(HitPosition, forward * 1000, Color.green);
var worldPos = transform.TransformPoint(vertices[i]);
Vector3 t = vertices[i];
//vertices[i] += Vector3.up * 10 * Time.deltaTime;
if (HitPosition.x <= worldPos.x + 1 && HitPosition.x >= worldPos.x - 1&& HitPosition.z <= worldPos.z + 1 && HitPosition.z >= worldPos.z - 1)
{
vertices[i] += Vector3.up * 1 * Time.deltaTime;
}
}
}
}
if (Input.GetKey(KeyCode.L))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit))
{
Vector3 HitPosition = hit.point;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 forward = Vector3.up;
Debug.DrawRay(HitPosition, forward * 1000, Color.green);
var worldPos = transform.TransformPoint(vertices[i]);
Vector3 t = vertices[i];
//vertices[i] += Vector3.up * 10 * Time.deltaTime;
if (HitPosition.x <= worldPos.x + 1 && HitPosition.x >= worldPos.x - 1 && HitPosition.z <= worldPos.z + 1 && HitPosition.z >= worldPos.z - 1)
{
vertices[i] += Vector3.down * 1 * Time.deltaTime;
}
}
}
}
for (var i = 0; i < vertices.Length; i++)
{
//vertices[i] += Vector3.up * Time.deltaTime;
}
// assign the local vertices array into the vertices array of the Mesh.
mesh.vertices = vertices;
mesh.RecalculateBounds();
}
}