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Unity Engine


GetIndices

Fetches the index list for the specified sub-mesh.
Read time 4 minutesLast updated 4 days ago

Definition

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

GetIndices(int, bool)

Fetches the index list for the specified sub-mesh.
public int[] GetIndices(int submesh, bool applyBaseVertex)

Parameters

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

Returns

Type

Description

int[]Array with face indices.

Remarks

Each integer in the returned list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The layout of the indices depends on the MeshTopology of the sub-mesh. For example, a triangular mesh will return indices in multiples of three.
A sub-mesh represents a list of triangles (or indices with a different MeshTopology) that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.

GetIndices(int, int, bool)

Fetches the index list for the specified sub-mesh.
public int[] GetIndices(int submesh, int meshLod, bool applyBaseVertex = true)

Parameters

submesh

The sub-mesh index. See Mesh.subMeshCount.

meshLod

The Mesh LOD index. Use -1 to get the entire sub-mesh.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

Returns

Type

Description

int[]Array with face indices.

Remarks

Each integer in the returned list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See Mesh.vertices and Mesh.GetVertices. The layout of the indices depends on the MeshTopology of the sub-mesh. For example, a triangular mesh will return indices in multiples of three.
A sub-mesh represents a list of triangles (or indices with a different MeshTopology) that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List
parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.

GetIndices(List<int>, int, bool)

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.
public void GetIndices(List<int> indices, int submesh, bool applyBaseVertex)

Parameters

indices

A list of indices to populate.

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

GetIndices(List<int>, int, int, bool)

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.
public void GetIndices(List<int> indices, int submesh, int meshLod, bool applyBaseVertex = false)

Parameters

indices

A list of indices to populate.

submesh

The sub-mesh index. See Mesh.subMeshCount.

meshLod

The Mesh LOD index.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

GetIndices(List<ushort>, int, bool)

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.
public void GetIndices(List<ushort> indices, int submesh, bool applyBaseVertex = true)

Parameters

A list of indices to populate.

submesh

The sub-mesh index. See Mesh.subMeshCount.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.

GetIndices(List<ushort>, int, int, bool)

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.
public void GetIndices(List<ushort> indices, int submesh, int meshLod, bool applyBaseVertex = true)

Parameters

A list of indices to populate.

submesh

The sub-mesh index. See Mesh.subMeshCount.

meshLod

The Mesh LOD index.

applyBaseVertex

True (default value) will apply base vertex offset to returned indices.