public Mesh CreateCube()
{
Mesh mesh = new Mesh();
Vector3[] verts = new Vector3[unitVerts.Length];
unitVerts.CopyTo(verts, 0);
mesh.vertices = verts;
int[] indices = new int[36];
int i = 0;
indices[i] = 0; i++; indices[i] = 2; i++; indices[i] = 1; i++;
indices[i] = 0; i++; indices[i] = 5; i++; indices[i] = 2; i++;
indices[i] = 3; i++; indices[i] = 6; i++; indices[i] = 7; i++;
indices[i] = 3; i++; indices[i] = 4; i++; indices[i] = 6; i++;
indices[i] = 1; i++; indices[i] = 4; i++; indices[i] = 3; i++;
indices[i] = 1; i++; indices[i] = 2; i++; indices[i] = 4; i++;
indices[i] = 7; i++; indices[i] = 5; i++; indices[i] = 0; i++;
indices[i] = 7; i++; indices[i] = 6; i++; indices[i] = 5; i++;
indices[i] = 7; i++; indices[i] = 1; i++; indices[i] = 3; i++;
indices[i] = 7; i++; indices[i] = 0; i++; indices[i] = 1; i++;
indices[i] = 5; i++; indices[i] = 4; i++; indices[i] = 2; i++;
indices[i] = 5; i++; indices[i] = 6; i++; indices[i] = 4; i++;
mesh.triangles = indices;
mesh.RecalculateBounds();
return mesh;
}