# indexStart

> Starting point inside the whole Mesh index buffer where the face index data is found.

## Definition

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

```csharp
public int indexStart { readonly get; set; }
```

### Remarks

This property, together with [SubMeshDescriptor.indexCount](/engine/6000.0/script-reference/unityengine/rendering/submeshdescriptor/indexcount.md), determines which part of the whole index buffer is used by a particular sub-mesh. Values in the index buffer are interpreted according to the [SubMeshDescriptor.topology](/engine/6000.0/script-reference/unityengine/rendering/submeshdescriptor/topology.md) property, for example the usual [MeshTopology.Triangles](/engine/6000.0/script-reference/unityengine/meshtopology/triangles.md) topology needs three indices for each triangle.

Additional Resources: [SubMeshDescriptor.indexCount](/engine/6000.0/script-reference/unityengine/rendering/submeshdescriptor/indexcount.md), [Mesh.SetSubMesh](/engine/6000.0/script-reference/unityengine/mesh/setsubmesh.md), [Mesh.GetSubMesh](/engine/6000.0/script-reference/unityengine/mesh/getsubmesh.md), [Mesh.SetIndexBufferParams](/engine/6000.0/script-reference/unityengine/mesh/setindexbufferparams.md), [Mesh.SetIndexBufferData](/engine/6000.0/script-reference/unityengine/mesh/setindexbufferdata.md).
