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Unity Engine


SetAllVertices

Fills the values of the allocated vertices with values copied directly from an array. When this method is called, it is not possible to use MeshWriteData.SetNextVertex to fill the allocated vertices array.
Read time 1 minuteLast updated 12 days ago

Definition

SetAllVertices(Vertex[])

Fills the values of the allocated vertices with values copied directly from an array. When this method is called, it is not possible to use MeshWriteData.SetNextVertex to fill the allocated vertices array.
public void SetAllVertices(Vertex[] vertices)

Parameters

vertices

The array of vertices to copy from. The length of the array must match the allocated vertex count.

Remarks

When this method is called, it is not possible to use MeshWriteData.SetNextVertex to fill the vertices.

Examples

public class MyVisualElement : VisualElement{ void MyGenerateVisualContent(MeshGenerationContext mgc) { var meshWriteData = mgc.Allocate(4, 6); // meshWriteData has been allocated with 6 indices for 2 triangles // ... set the vertices // Set indices for the first triangle meshWriteData.SetNextIndex(0); meshWriteData.SetNextIndex(1); meshWriteData.SetNextIndex(2); // Set indices for the second triangle meshWriteData.SetNextIndex(2); meshWriteData.SetNextIndex(1); meshWriteData.SetNextIndex(3); }}

SetAllVertices(NativeSlice<Vertex>)

Fills the values of the allocated vertices with values copied directly from an array. When this method is called, it is not possible to use MeshWriteData.SetNextVertex to fill the allocated vertices array.
public void SetAllVertices(NativeSlice<Vertex> vertices)

Parameters

The array of vertices to copy from. The length of the array must match the allocated vertex count.

Remarks

When this method is called, it is not possible to use MeshWriteData.SetNextVertex to fill the vertices.