# GetVertexAttributeFormat(VertexAttribute)

> Get format of a specific vertex data attribute on this Mesh.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public VertexAttributeFormat GetVertexAttributeFormat(VertexAttribute attr)
```

### Parameters

**** (\[VertexAttribute]\(/engine/6000.5/script-reference/unityengine/rendering/vertexattribute)): Vertex data attribute to check for.

### Returns

| Type                                                                                                    | Description                   |
| ------------------------------------------------------------------------------------------------------- | ----------------------------- |
| [VertexAttributeFormat](/engine/6000.5/script-reference/unityengine/rendering/vertexattributeformat.md) | Format of the data attribute. |

### Remarks

Meshes usually use a known format for data layout, for example, a normal is a [Vector3](/engine/6000.5/script-reference/unityengine/vector3.md) by default. But meshes can use different vertex data formats, for example [Mesh.colors32](/engine/6000.5/script-reference/unityengine/mesh/colors32.md) and [Mesh.colors](/engine/6000.5/script-reference/unityengine/mesh/colors.md) set up vertex color in different formats. You can use this function to query this format.

Additional Resources: [VertexAttribute](/engine/6000.5/script-reference/unityengine/rendering/vertexattribute.md), [Mesh.HasVertexAttribute](/engine/6000.5/script-reference/unityengine/mesh/hasvertexattribute.md), [Mesh.GetVertexAttributeDimension](/engine/6000.5/script-reference/unityengine/mesh/getvertexattributedimension.md), [Mesh.GetVertexAttributes](/engine/6000.5/script-reference/unityengine/mesh/getvertexattributes.md).
