[Mesh] type that provides utility for constructing a surface from arrays. The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle: [codeblocks] [gdscript] var vertices = PackedVector3Array() vertices.push_back(Vector3(0, 1, 0)) vertices.push_back(Vector3(1, 0, 0)) vertices.push_back(Vector3(0, 0, 1)) # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh [/gdscript] [csharp] var vertices = new Vector3[] { new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), }; // Initialize the ArrayMesh. var arrMesh = new ArrayMesh(); var arrays = new Godot.Collections.Array(); arrays.Resize((int)Mesh.ArrayType.Max); arrays[(int)Mesh.ArrayType.Vertex] = vertices; // Create the Mesh. arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays); var m = new MeshInstance3D(); m.Mesh = arrMesh; [/csharp] [/codeblocks] The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown. See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural geometry generation. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html Adds name for a blend shape that will be added with [method add_surface_from_arrays]. Must be called before surface is added. Creates a new surface. Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. Removes all blend shapes from this [ArrayMesh]. Removes all surfaces from this [ArrayMesh]. Returns the number of blend shapes that the [ArrayMesh] holds. Returns the name of the blend shape at this index. Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping. Regenerates tangents for each of the [ArrayMesh]'s surfaces. Sets the name of the blend shape at this index. Returns the index of the first surface with this name held within this [ArrayMesh]. If none are found, -1 is returned. Returns the length in indices of the index array in the requested surface (see [method add_surface_from_arrays]). Returns the length in vertices of the vertex array in the requested surface (see [method add_surface_from_arrays]). Returns the format mask of the requested surface (see [method add_surface_from_arrays]). Gets the name assigned to this surface. Returns the primitive type of the requested surface (see [method add_surface_from_arrays]). Sets a name for a given surface. Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]. Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.