# None

> Unity doesn’t apply a project-wide default buffer target to mesh vertex and index buffers.

## Definition

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

```csharp
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.
