# GetIndices

> Get the indices of the billboard mesh.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## GetIndices(List\<ushort>)

Get the indices of the billboard mesh.

```csharp
public void GetIndices(List<ushort> indices)
```

### Parameters

**** (\[List\<ushort>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): The list that receives the array.

### Remarks

Billboard meshes are always made of triangles. Specify the index of each vertex (in the vertices array) for each triangle. The second overload guarantees no memory allocation happening if the list capacity is big enough to hold the data.

Additional Resources: [BillboardAsset](/engine/6000.6/script-reference/unityengine/billboardasset.md), [BillboardAsset.SetIndices](/engine/6000.6/script-reference/unityengine/billboardasset/setindices.md).

## GetIndices()

Get the indices of the billboard mesh.

```csharp
public ushort[] GetIndices()
```

### Returns

| Type                                                               | Description |
| ------------------------------------------------------------------ | ----------- |
| [ushort\[\]](https://learn.microsoft.com/dotnet/api/system.uint16) |             |

### Remarks

Billboard meshes are always made of triangles. Specify the index of each vertex (in the vertices array) for each triangle. The second overload guarantees no memory allocation happening if the list capacity is big enough to hold the data.

Additional Resources: [BillboardAsset](/engine/6000.6/script-reference/unityengine/billboardasset.md), [BillboardAsset.SetIndices](/engine/6000.6/script-reference/unityengine/billboardasset/setindices.md).
