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.
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.
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.