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Unity Engine


GetTriangles

Fetches the triangle list for the specified sub-mesh on this object.
Read time 5 minutesLast updated 4 days ago

Definition

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

GetTriangles(int)

Fetches the triangle list for the specified sub-mesh on this object.
public int[] GetTriangles(int submesh)

Parameters

submesh

The sub-mesh index. See Mesh.subMeshCount.

Returns

Type

Description

int[]

Remarks

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int>
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
Additional Resources: Mesh.subMeshCount.

GetTriangles(int, bool)

Fetches the triangle list for the specified sub-mesh on this object.
public int[] GetTriangles(int submesh, bool applyBaseVertex)

Parameters

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

Returns

Type

Description

int[]

Remarks

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int>
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
Additional Resources: Mesh.subMeshCount.

GetTriangles(List<int>, int)

Fetches the triangle list for the specified sub-mesh on this object.
public void GetTriangles(List<int> triangles, int submesh)

Parameters

triangles

A list of vertex indices to populate. Any existing items in the list are replaced.

submesh

The sub-mesh index. See Mesh.subMeshCount.

Remarks

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int>
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
Additional Resources: Mesh.subMeshCount.

GetTriangles(List<int>, int, bool)

Fetches the triangle list for the specified sub-mesh on this object.
public void GetTriangles(List<int> triangles, int submesh, bool applyBaseVertex)

Parameters

triangles

A list of vertex indices to populate. Any existing items in the list are replaced.

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

Remarks

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int>
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
Additional Resources: Mesh.subMeshCount.

GetTriangles(List<ushort>, int, bool)

Fetches the triangle list for the specified sub-mesh on this object.
public void GetTriangles(List<ushort> triangles, int submesh, bool applyBaseVertex = true)

Parameters

triangles

A list of vertex indices to populate. Any existing items in the list are replaced.

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

Remarks

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int>
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
Additional Resources: Mesh.subMeshCount.