# DefaultMeshBufferTarget

> The options for the default GPU buffer target that Unity applies to the vertex and index buffers of meshes.

## Definition

* **Type:** Enum
* **Namespace:** [UnityEditor.Rendering](/engine/6000.7/script-reference/unityeditor/rendering.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public enum DefaultMeshBufferTarget
```

## Remarks

Use this enum with [EditorGraphicsSettings.defaultMeshBufferTarget](/engine/6000.7/script-reference/unityeditor/rendering/editorgraphicssettings/defaultmeshbuffertarget.md) to control whether Unity applies an additional buffer target to the GPU buffers it creates for meshes.

On platforms that don’t support compute access, Unity doesn’t add any additional targets.

Additional Resources: [EditorGraphicsSettings.defaultMeshBufferTarget](/engine/6000.7/script-reference/unityeditor/rendering/editorgraphicssettings/defaultmeshbuffertarget.md), [Mesh.GetVertexBuffer](/engine/6000.7/script-reference/unityengine/mesh/getvertexbuffer.md), [Mesh.GetIndexBuffer](/engine/6000.7/script-reference/unityengine/mesh/getindexbuffer.md), [GraphicsBuffer.Target](/engine/6000.7/script-reference/unityengine/graphicsbuffer/target.md).

## Examples

```csharp
{code Documentation/ManualDocs/com.unity.documentation-examples/Graphics/Scripts/Editor/DefaultMeshBufferTargetExample.cs#example}
```

## Fields

| Value                                                                                         | Description                                                                                |
| --------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ |
| [None](/engine/6000.7/script-reference/unityeditor/rendering/defaultmeshbuffertarget/none.md) | Unity doesn’t apply a project-wide default buffer target to mesh vertex and index buffers. |
| [Raw](/engine/6000.7/script-reference/unityeditor/rendering/defaultmeshbuffertarget/raw.md)   | Unity creates the vertex and index buffers of every mesh with raw byte-address access.     |
