SetTriangles
Sets the triangle list for the sub-mesh.
Read time 9 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetTriangles(int[], int, bool, int)
Sets the triangle list for the sub-mesh.
public void SetTriangles(int[] triangles, int submesh, bool calculateBounds, int baseVertex)
Parameters
The list of indices that define the triangles.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
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.
It is recommended to assign the triangle array after assigning the vertex array, in order to avoid out-of-bounds errors.
The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetTriangles contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.
Note that meshes use 16-bit Mesh.indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using @int[]@ input data). In order to use larger index buffer values, you should first set the Mesh.indexFormat to IndexFormat.UInt32.
SetTriangles(int[], int, int, int, bool, int)
Sets the triangle list of the Mesh, using a part of the input array.
public void SetTriangles(int[] triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
Index of the first element to take from the input array.
Number of elements to take from the input array.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
This method behaves as if you called SetTriangles with an array that is a slice of the whole array, starting at trianglesStart index and being of a given trianglesLength length. The resulting Mesh has trianglesLength amount of vertices. Resulting sub-mesh will have amount of triangles.
trianglesLength/3SetTriangles(ushort[], int, bool, int)
Sets the triangle list for the sub-mesh.
public void SetTriangles(ushort[] triangles, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
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.
It is recommended to assign the triangle array after assigning the vertex array, in order to avoid out-of-bounds errors.
The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetTriangles contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.
Note that meshes use 16-bit Mesh.indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using @int[]@ input data). In order to use larger index buffer values, you should first set the Mesh.indexFormat to IndexFormat.UInt32.
SetTriangles(ushort[], int, int, int, bool, int)
Sets the triangle list of the Mesh, using a part of the input array.
public void SetTriangles(ushort[] triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
Index of the first element to take from the input array.
Number of elements to take from the input array.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
This method behaves as if you called SetTriangles with an array that is a slice of the whole array, starting at trianglesStart index and being of a given trianglesLength length. The resulting Mesh has trianglesLength amount of vertices. Resulting sub-mesh will have amount of triangles.
trianglesLength/3SetTriangles(List<int>, int, bool, int)
Sets the triangle list for the sub-mesh.
public void SetTriangles(List<int> triangles, int submesh, bool calculateBounds, int baseVertex)
Parameters
The list of indices that define the triangles.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
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.
It is recommended to assign the triangle array after assigning the vertex array, in order to avoid out-of-bounds errors.
The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetTriangles contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.
Note that meshes use 16-bit Mesh.indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using @int[]@ input data). In order to use larger index buffer values, you should first set the Mesh.indexFormat to IndexFormat.UInt32.
SetTriangles(List<int>, int, int, int, bool, int)
Sets the triangle list of the Mesh, using a part of the input array.
public void SetTriangles(List<int> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
Index of the first element to take from the input array.
Number of elements to take from the input array.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
This method behaves as if you called SetTriangles with an array that is a slice of the whole array, starting at trianglesStart index and being of a given trianglesLength length. The resulting Mesh has trianglesLength amount of vertices. Resulting sub-mesh will have amount of triangles.
trianglesLength/3SetTriangles(List<ushort>, int, bool, int)
Sets the triangle list for the sub-mesh.
public void SetTriangles(List<ushort> triangles, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
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.
It is recommended to assign the triangle array after assigning the vertex array, in order to avoid out-of-bounds errors.
The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetTriangles contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.
Note that meshes use 16-bit Mesh.indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using @int[]@ input data). In order to use larger index buffer values, you should first set the Mesh.indexFormat to IndexFormat.UInt32.
SetTriangles(List<ushort>, int, int, int, bool, int)
Sets the triangle list of the Mesh, using a part of the input array.
public void SetTriangles(List<ushort> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds = true, int baseVertex = 0)
Parameters
The list of indices that define the triangles.
Index of the first element to take from the input array.
Number of elements to take from the input array.
The sub-mesh to modify.
Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles.
Optional vertex offset that is added to all triangle vertex indices.
Remarks
This method behaves as if you called SetTriangles with an array that is a slice of the whole array, starting at trianglesStart index and being of a given trianglesLength length. The resulting Mesh has trianglesLength amount of vertices. Resulting sub-mesh will have amount of triangles.
trianglesLength/3