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Unity Engine


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Unity Engine


mesh

Returns either a new mesh or a duplicate of the existing mesh, and assigns it to the mesh filter.
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public Mesh mesh { get; set; }

Remarks

If no mesh is assigned to the mesh filter a new mesh will be created and assigned.
If a mesh is assigned to the mesh filter already, then the first query of
mesh
property will create a duplicate of it, and this copy will be returned. Further queries of
mesh
property will return this duplicated mesh instance. Once
mesh
property is queried, link to the original shared mesh is lost and MeshFilter.sharedMesh property becomes an alias to
mesh
. If you want to avoid this automatic mesh duplication, use MeshFilter.sharedMesh instead.
By using
mesh
property you can modify the mesh for a single object only. The other objects that used the same mesh will not be modified.
It is your responsibility to destroy the automatically instantiated mesh when the game object is being destroyed. Resources.UnloadUnusedAssets also destroys the mesh but it is usually only called when loading a new level.
Consider
mesh
property as a shortcut for the following code:
using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; Mesh mesh2 = Instantiate(mesh); GetComponent<MeshFilter>().sharedMesh = mesh2; }}
Which is called on first query of
mesh
property.
Note:
If MeshFilter is a part of an asset object, quering
mesh
property is not allowed and only asset mesh can be assigned.
using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ // Distorts the mesh vertically. void Update() { // Get instantiated mesh Mesh mesh = GetComponent<MeshFilter>().mesh; // Randomly change vertices Vector3[] vertices = mesh.vertices; int p = 0; while (p < vertices.Length) { vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0); p++; } mesh.vertices = vertices; mesh.RecalculateNormals(); }}
Additional Resources: Mesh class.