SetColors
Set the per-vertex colors of the Mesh.
Read time 6 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetColors(List<Color>)
Set the per-vertex colors of the Mesh.
public void SetColors(List<Color> inColors)
Parameters
Per-vertex colors.
Remarks
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).
If you use a , Unity copies the values. If you change the , the Mesh colors won't change unless you call again.
ListListMesh.SetColorsAdditional Resources: Mesh.colors, Mesh.colors32 properties.
SetColors(List<Color>, int, int, MeshUpdateFlags)
Sets the per-vertex colors of the Mesh, using a part of the input array.
public void SetColors(List<Color> inColors, int start, int length, MeshUpdateFlags flags)
Parameters
Per-vertex colors.
Index of the first element to take from the input array.
Number of elements to take from the input array.
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.
SetColors(Color[])
Set the per-vertex colors of the Mesh.
public void SetColors(Color[] inColors)
Parameters
Per-vertex colors.
Remarks
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).
If you use a , Unity copies the values. If you change the , the Mesh colors won't change unless you call again.
ListListMesh.SetColorsAdditional Resources: Mesh.colors, Mesh.colors32 properties.
SetColors(Color[], int, int, MeshUpdateFlags)
Sets the per-vertex colors of the Mesh, using a part of the input array.
public void SetColors(Color[] inColors, int start, int length, MeshUpdateFlags flags)
Parameters
Per-vertex colors.
Index of the first element to take from the input array.
Number of elements to take from the input array.
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.
SetColors(List<Color32>)
Set the per-vertex colors of the Mesh.
public void SetColors(List<Color32> inColors)
Parameters
Per-vertex colors.
Remarks
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).
If you use a , Unity copies the values. If you change the , the Mesh colors won't change unless you call again.
ListListMesh.SetColorsAdditional Resources: Mesh.colors, Mesh.colors32 properties.
SetColors(List<Color32>, int, int, MeshUpdateFlags)
Sets the per-vertex colors of the Mesh, using a part of the input array.
public void SetColors(List<Color32> inColors, int start, int length, MeshUpdateFlags flags)
Parameters
Per-vertex colors.
Index of the first element to take from the input array.
Number of elements to take from the input array.
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.
SetColors(Color32[])
Set the per-vertex colors of the Mesh.
public void SetColors(Color32[] inColors)
Parameters
Per-vertex colors.
Remarks
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).
If you use a , Unity copies the values. If you change the , the Mesh colors won't change unless you call again.
ListListMesh.SetColorsAdditional Resources: Mesh.colors, Mesh.colors32 properties.
SetColors(Color32[], int, int, MeshUpdateFlags)
Sets the per-vertex colors of the Mesh, using a part of the input array.
public void SetColors(Color32[] inColors, int start, int length, MeshUpdateFlags flags)
Parameters
Per-vertex colors.
Index of the first element to take from the input array.
Number of elements to take from the input array.
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.
SetColors<T>(NativeArray<T>)
Set the per-vertex colors of the Mesh.
public void SetColors<T>(NativeArray<T> inColors) where T : struct
Parameters
Per-vertex colors.
Remarks
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).
If you use a , Unity copies the values. If you change the , the Mesh colors won't change unless you call again.
ListListMesh.SetColorsAdditional Resources: Mesh.colors, Mesh.colors32 properties.
SetColors<T>(NativeArray<T>, int, int, MeshUpdateFlags)
Sets the per-vertex colors of the Mesh, using a part of the input array.
public void SetColors<T>(NativeArray<T> inColors, int start, int length, MeshUpdateFlags flags) where T : struct
Parameters
Per-vertex colors.
Index of the first element to take from the input array.
Number of elements to take from the input array.
Flags controlling the function behavior, see MeshUpdateFlags.
Remarks
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.