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  <author_name>ScreenPocket</author_name>
  <author_url>https://blog.hatena.ne.jp/ScreenPocket/</author_url>
  <blog_title>ScreenPocket - 画面の隙間</blog_title>
  <blog_url>https://screenpocket.hateblo.jp/</blog_url>
  <categories>
    <anon>Unity</anon>
    <anon>Geometory</anon>
  </categories>
  <description>「あー、メッシュ欲しいなー、けどメタセコやMaya立ち上げて面張るのダルいなー」っていう時に使える関数。 この間の連休で作ったので共有。 public static Mesh GenerateRegularPolygonMeshXY(int vertexCount) { //Meshの作成 Mesh mesh = new Mesh(); Vector2[] points = new Vector2[vertexCount]; float div = 360f / (float)vertexCount; for (int i = 0; i &lt; vertexCount; ++i) { float …</description>
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  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2016-08-17 02:40:47</published>
  <title>外接円1.0の正多角形メッシュを作る</title>
  <type>rich</type>
  <url>https://screenpocket.hateblo.jp/entry/2016/08/17/024047</url>
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