# subMeshCount

> The number of sub-meshes in the MeshData.

## Definition

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

```csharp
public int subMeshCount { get; set; }
```

### Remarks

Each sub-mesh corresponds to a [Material](/engine/6000.5/script-reference/unityengine/material.md) in a [Renderer](/engine/6000.5/script-reference/unityengine/renderer.md), such as [MeshRenderer](/engine/6000.5/script-reference/unityengine/meshrenderer.md) or [SkinnedMeshRenderer](/engine/6000.5/script-reference/unityengine/skinnedmeshrenderer.md). A sub-mesh consists of a list of triangles, which refer to a set of vertices. Vertices can be shared between multiple sub-meshes.

If the `MeshData` is writeable, you can set the number of sub-meshes using this property. If the `MeshData` is read-only, this property is read-only.

Setting the submesh count to 0 clears any generated Mesh LODs.

Additional Resources: [Mesh.subMeshCount](/engine/6000.5/script-reference/unityengine/mesh/submeshcount.md), [GetSubMesh](/engine/6000.5/script-reference/unityengine/mesh/meshdata/getsubmesh.md), [SetSubMesh](/engine/6000.5/script-reference/unityengine/mesh/meshdata/setsubmesh.md), [GetIndices](/engine/6000.5/script-reference/unityengine/mesh/meshdata/getindices.md), [Mesh.AllocateWritableMeshData](/engine/6000.5/script-reference/unityengine/mesh/allocatewritablemeshdata.md), [Mesh.AcquireReadOnlyMeshData](/engine/6000.5/script-reference/unityengine/mesh/acquirereadonlymeshdata.md).
