GenerateSecondaryUVSet
Compute a unique UV layout for a Mesh, and store it in Mesh.uv2.
Read time 2 minutesLast updated 12 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
GenerateSecondaryUVSet(Mesh)
Compute a unique UV layout for a Mesh, and store it in Mesh.uv2.
public static bool GenerateSecondaryUVSet(Mesh src)
Parameters
The Mesh to update.
Returns
Type | Description |
|---|---|
| bool | Returns true if the calculation succeeded. Otherwise, returns false. |
Remarks
When you import a model asset, you can instruct Unity to compute a lightmap UV layout for it using ModelImporter-generateSecondaryUV or the Model Import Settings Inspector. This function allows you to do the same to procedurally generated meshes.
If this process requires multiple UV charts to flatten the the mesh, the mesh might contain more vertices than before. If the mesh uses 16-bit indices (see Mesh.indexFormat) and the process would result in more vertices than are possible to use with 16-bit indices, this function fails and returns .
falseGenerateSecondaryUVSet(Mesh, UnwrapParam)
Compute a unique UV layout for a Mesh, and store it in Mesh.uv2.
public static bool GenerateSecondaryUVSet(Mesh src, UnwrapParam settings)
Parameters
Returns
Type | Description |
|---|---|
| bool | Returns true if the calculation succeeded. Otherwise, returns false. |
Remarks
When you import a model asset, you can instruct Unity to compute a lightmap UV layout for it using ModelImporter-generateSecondaryUV or the Model Import Settings Inspector. This function allows you to do the same to procedurally generated meshes.
If this process requires multiple UV charts to flatten the the mesh, the mesh might contain more vertices than before. If the mesh uses 16-bit indices (see Mesh.indexFormat) and the process would result in more vertices than are possible to use with 16-bit indices, this function fails and returns .
false