Assembling 3d model programmatically in unity

How to assemble 3d models( individual 3d components) in unity or any game engine, programmatically, with out structural positions.
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CIS/Game Development AdvisorCommented:
I had done similar, with a terrain engine in Unity.  I had created a noise engine to produce different numbers for heights at various positions.  Then I passed in an array of vertice positions based on that.  Attach a MeshFilter, and meshRenderer.  And then in code, you can reset the mesh vertices.

Something like

``````  // insert function to generate an array of Vector3 positions for your model
var verts = GenerateMeshVertices();

// apply the vertices
GetComponent<MeshFilter>().mesh.vertices = verts;
``````

In my code I had a 2D array of 100x100 positions, each 1 meter apart on x/y, and then a noise engine set the height.  that's pretty easy.

I.e.
``````  // insert function to generate an array of Vector3 positions for your model
Vector3[] GenerateMeshVertices()
{
var verts = new Vector3[100,100];
for (int x; x < 100; x++)
{
for (int z; z < 100; z++)
{
var y = Random.Value;
verts[x, z] = new Vector3(x,y,z);
}
}
return verts;
}
``````

please note, this is pseudo code I just sketched here, so it may not compile.  But it might as well.  (hopefully I didn't forget anything :)
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