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Unity Engine


SetMatrixArray

Sets a matrix array property.
Read time 4 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetMatrixArray(string, List<Matrix4x4>)

Sets a matrix array property.
public void SetMatrixArray(string name, List<Matrix4x4> values)

Parameters

name

Property name.

Array of values to set.

Remarks

Sets a matrix array property on the material. If a matrix array property with the given name already exists, the old value is replaced.
The array length can't be changed once it has been added to the block. If you subsequently try to set a longer array into the same property, the length will be capped to the original length and the extra items you tried to assign will be ignored. If you set a shorter array than the original length, your values will be assigned but the original values will remain for the array elements beyond the length of your new shorter array.
Array parameters are not exposed in the material inspector, nor serialized with the material asset. But they can be set and queried with
SetFloatArray
,
SetColorArray
,
SetVectorArray
,
SetMatrixArray
and the corresponding getters from scripts at runtime.
Additional Resources: Material.GetMatrixArray.

SetMatrixArray(int, List<Matrix4x4>)

Sets a matrix array property.
public void SetMatrixArray(int nameID, List<Matrix4x4> values)

Parameters

nameID

Property name ID, use Shader.PropertyToID to get it.

Array of values to set.

Remarks

Sets a matrix array property on the material. If a matrix array property with the given name already exists, the old value is replaced.
The array length can't be changed once it has been added to the block. If you subsequently try to set a longer array into the same property, the length will be capped to the original length and the extra items you tried to assign will be ignored. If you set a shorter array than the original length, your values will be assigned but the original values will remain for the array elements beyond the length of your new shorter array.
Array parameters are not exposed in the material inspector, nor serialized with the material asset. But they can be set and queried with
SetFloatArray
,
SetColorArray
,
SetVectorArray
,
SetMatrixArray
and the corresponding getters from scripts at runtime.
Additional Resources: Material.GetMatrixArray.

SetMatrixArray(string, Matrix4x4[])

Sets a matrix array property.
public void SetMatrixArray(string name, Matrix4x4[] values)

Parameters

name

Property name.

Array of values to set.

Remarks

Sets a matrix array property on the material. If a matrix array property with the given name already exists, the old value is replaced.
The array length can't be changed once it has been added to the block. If you subsequently try to set a longer array into the same property, the length will be capped to the original length and the extra items you tried to assign will be ignored. If you set a shorter array than the original length, your values will be assigned but the original values will remain for the array elements beyond the length of your new shorter array.
Array parameters are not exposed in the material inspector, nor serialized with the material asset. But they can be set and queried with
SetFloatArray
,
SetColorArray
,
SetVectorArray
,
SetMatrixArray
and the corresponding getters from scripts at runtime.
Additional Resources: Material.GetMatrixArray.

SetMatrixArray(int, Matrix4x4[])

Sets a matrix array property.
public void SetMatrixArray(int nameID, Matrix4x4[] values)

Parameters

nameID

Property name ID, use Shader.PropertyToID to get it.

Array of values to set.

Remarks

Sets a matrix array property on the material. If a matrix array property with the given name already exists, the old value is replaced.
The array length can't be changed once it has been added to the block. If you subsequently try to set a longer array into the same property, the length will be capped to the original length and the extra items you tried to assign will be ignored. If you set a shorter array than the original length, your values will be assigned but the original values will remain for the array elements beyond the length of your new shorter array.
Array parameters are not exposed in the material inspector, nor serialized with the material asset. But they can be set and queried with
SetFloatArray
,
SetColorArray
,
SetVectorArray
,
SetMatrixArray
and the corresponding getters from scripts at runtime.
Additional Resources: Material.GetMatrixArray.