# DontValidateIndices

> Indicates that Unity should not check index values when you use Mesh.SetIndexBufferData to modify a Mesh's data.

## Definition

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

```csharp
DontValidateIndices = 1
```

### Remarks

When you use [Mesh.SetIndexBufferData](/engine/6000.6/script-reference/unityengine/mesh/setindexbufferdata.md) to modify a Mesh's data, Unity's default behaviour is to validate the indices array that you supplied, to check for out-of-bounds index values. Unity throws an exception if it finds any.

You can make Unity skip these checks by using the /MeshUpdateFlags.DontValidateIndices/ flag. This can be beneficial to performance, however if you use this flag you must make sure that you pass valid data to the Mesh.

Additional Resources: [Mesh.SetIndexBufferData](/engine/6000.6/script-reference/unityengine/mesh/setindexbufferdata.md).
