# Enabled

> The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation.

## Definition

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

```csharp
Enabled = 1
```

### Remarks

Unity does not consider a sub-mesh opaque if this is the only flag it has, and allows the GPU to invoke a user-defined any hit shader when a ray intersects with that sub-mesh. This can potentially impact GPU performance during acceleration structure traversal.
