# UInt16

> 16 bit mesh index buffer format.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
UInt16 = 0
```

### Remarks

This format supports meshes with up to 65535 vertices.

**Note:** the maximum possible vertex index (for example, 0xFFFF for a 16 bit index format) might not be usable. Some graphics APIs and GPUs skip rendering triangles with maximum vertex indices.

Additional Resources: [Mesh.indexFormat](/engine/6000.0/script-reference/unityengine/mesh/indexformat.md), [ModelImporter.indexFormat](/engine/6000.0/script-reference/unityeditor/modelimporter/indexformat.md).
