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None

Unity doesn’t apply a project-wide default buffer target to mesh vertex and index buffers.
Read time 1 minuteLast updated 7 days ago

Definition

None = 0

Remarks

Unity determines whether each mesh requires compute access based on its usage instead. For example, Unity adds the platform’s preferred compute-compatible buffer target to mesh buffers used by skinning, blend shapes, or ray tracing.
You can’t choose which target Unity applies; Unity selects either a raw or structured target depending on the platform and graphics API.
None
is the default value.