AllocateTempMesh
Allocates the specified number of vertices and indices from a temporary allocator.
Read time 1 minuteLast updated 13 days ago
Definition
- Type: Method
- Namespace: UnityEngine.UIElements
- Assembly: UnityEngine.UIElementsModule
AllocateTempMesh(int, int, NativeSlice<Vertex>, NativeSlice<ushort>)
Allocates the specified number of vertices and indices from a temporary allocator.
public void AllocateTempMesh(int vertexCount, int indexCount, out NativeSlice<Vertex> vertices, out NativeSlice<ushort> indices)
Parameters
The number of vertices to allocate. The maximum is 65535 (or UInt16.MaxValue).
The number of triangle list indices to allocate. Each 3 indices represent one triangle, so this value should be multiples of 3.
The returned vertices.
The returned indices.
Remarks
You can only call this method during the mesh generation phase of the panel and shouldn't use it beyond.
AllocateTempMesh(ExtraVertexChannels, int, int, UIMesh)
Allocates a temporary UIMesh with mandatory vertex+index storage and one extras slice per channel set in .
extraChannelspublic void AllocateTempMesh(ExtraVertexChannels extraChannels, int vertexCount, int indexCount, out UIMesh mesh)
Parameters
Remarks
Pass = 0 to skip the vertex (and extras) allocation, or = 0 to skip the index allocation, so callers can mix-and-match (e.g. allocate indices once and reuse them across draws by stitching them into multiple UIMesh values).
vertexCountindexCountChannels not requested are returned as default (empty) slices; the renderer treats those as "channel not provided" and zero-fills them at draw time. Use only during the mesh generation phase.