Hi I'm trying to generate a mesh (for testing water waves) and I'm following this tutorial which is made for Unity. The code for their plane generation (C#) is here.

I'm adapting it using the ArrayMesh tutorial. I get an error trying to add the surface to the mesh:

```
E 0:00:00.715 _surface_set_data: Condition "array.size() != p_vertex_array_len" is true. Returned: ERR_INVALID_PARAMETER
<C++ Source> servers/visual_server.cpp:466 @ _surface_set_data()
<Stack Trace> MeshWave.gd:22 @ _ready()
```

so here's my GDScript version of the code (waveless, just want the plane for now).

```
extends MeshInstance
var dimension = 10
func _ready():
# PoolVectorXXArrays for mesh construction.
var verts = get_verts()
var uvs = get_uvs(verts)
var normals = get_normals(verts)
var indices = get_tris(verts)
var arr_mesh = ArrayMesh.new()
var arr = []
arr.resize(Mesh.ARRAY_MAX)
# Assign arrays to mesh array.
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_INDEX] = indices
# Create mesh surface from mesh array.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
mesh = arr_mesh
# mesh.regen_normalmaps()
func get_verts():
var verts = PoolVector3Array()
verts.resize((dimension + 1) * (dimension + 1))
for x in range(dimension+1):
for z in range(dimension+1):
print('verts: ' + str(Vector3(x, 0, z)))
print('idx' + str(index(x, z)))
verts.insert(index(x, z), Vector3(x, 0, z))
return verts
func index(x, z):
return x * (dimension + 1) + z
func get_tris(verts):
var tris = PoolIntArray()
tris.resize(verts.size() * 6)
for x in range(dimension):
for z in range(dimension):
var idx = index(x, z)
tris.insert(idx * 6 + 0, idx)
tris.insert(idx * 6 + 1, index(x + 1, z + 1))
tris.insert(idx * 6 + 2, index(x + 1, z))
tris.insert(idx * 6 + 3, idx)
tris.insert(idx * 6 + 4, index(x, z + 1))
tris.insert(idx * 6 + 5, index(x + 1, z + 1))
return tris
func get_normals(verts):
var norms = PoolVector3Array()
norms.resize(verts.size())
for vert in verts:
norms.append(vert.normalized())
return norms
func get_uvs(verts):
var uvs = PoolVector2Array()
uvs.resize(verts.size())
for i in range(dimension):
for j in range(dimension):
uvs.append(Vector2(i/dimension, j/dimension))
return uvs
```

**Where am I going wrong with my mesh generating?** The generate normals function also returns a bunch of errors. If generate with only the verts I don't get a plane, just some strange triangles.

If there are better ways to do this, then I would love to know haha. I'm kind of stumbling my way through learning this. Thanks :)