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Unity Engine


DontRecalculateBounds

Indicates that Unity should not recalculate the bounds when you set Mesh data using Mesh.SetSubMesh.
Read time 1 minuteLast updated 9 days ago

Definition

DontRecalculateBounds = 8

Remarks

When you use Mesh.SetSubMesh to modify a Mesh's data, Unity's default behaviour is to re-calculate the values of the SubMeshDescriptor.bounds, startVertex and SubMeshDescriptor.vertexCount fields from the current vertex and index buffer data.
You can make Unity skip these calculations by using the /MeshUpdateFlags.DontRecalculateBounds/ flag. This can be beneficial to performance, however if you use this flag you must make sure that you pass correct values of the
bounds
,
startVertex
and
vertexCount
fields.
Additional Resources: Mesh.SetSubMesh.