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ApplyAndDisposeWritableMeshData

Applies data defined in MeshData structs to Mesh objects.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

ApplyAndDisposeWritableMeshData(MeshDataArray, Mesh, MeshUpdateFlags)

Applies data defined in MeshData structs to Mesh objects.
public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, Mesh mesh, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

The mesh data array, see Mesh.MeshDataArray.

mesh

The destination Mesh. Mesh data array must be of size 1.

The mesh data update flags, see MeshUpdateFlags.

Remarks

ApplyAndDisposeWritableMeshData takes a Mesh.MeshDataArray containing writeable MeshData structs, and applies the vertex buffer, index buffer, and sub-mesh data to Mesh objects. Use this to create new Meshes using the C# Job System and Burst.
After ApplyAndDisposeWritableMeshData is called, the MeshDataArray struct is disposed and can no longer be used.

ApplyAndDisposeWritableMeshData(MeshDataArray, Mesh[], MeshUpdateFlags)

Applies data defined in MeshData structs to Mesh objects.
public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, Mesh[] meshes, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

The mesh data array, see Mesh.MeshDataArray.

meshes

The destination Meshes. Must match the size of mesh data array.

The mesh data update flags, see MeshUpdateFlags.

Remarks

ApplyAndDisposeWritableMeshData takes a Mesh.MeshDataArray containing writeable MeshData structs, and applies the vertex buffer, index buffer, and sub-mesh data to Mesh objects. Use this to create new Meshes using the C# Job System and Burst.
After ApplyAndDisposeWritableMeshData is called, the MeshDataArray struct is disposed and can no longer be used.

ApplyAndDisposeWritableMeshData(MeshDataArray, List<Mesh>, MeshUpdateFlags)

Applies data defined in MeshData structs to Mesh objects.
public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, List<Mesh> meshes, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

The mesh data array, see Mesh.MeshDataArray.

The destination Meshes. Must match the size of mesh data array.

The mesh data update flags, see MeshUpdateFlags.

Remarks

ApplyAndDisposeWritableMeshData takes a Mesh.MeshDataArray containing writeable MeshData structs, and applies the vertex buffer, index buffer, and sub-mesh data to Mesh objects. Use this to create new Meshes using the C# Job System and Burst.
After ApplyAndDisposeWritableMeshData is called, the MeshDataArray struct is disposed and can no longer be used.