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
The sub-mesh index. See Mesh.subMeshCount.
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 parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
ListAdditional Resources: Mesh.subMeshCount, Mesh.GetTopology, MeshTopology enum, Mesh.AcquireReadOnlyMeshData function.
GetIndices(int, int, bool)
Fetches the index list for the specified sub-mesh.
public int[] GetIndices(int submesh, int meshLod, bool applyBaseVertex = true)
Parameters
The sub-mesh index. See Mesh.subMeshCount.
The Mesh LOD index. Use -1 to get the entire sub-mesh.
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 parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
ListAdditional Resources: Mesh.subMeshCount, Mesh.GetTopology, MeshTopology enum, Mesh.AcquireReadOnlyMeshData function.
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
A list of indices to populate.
The sub-mesh index. See Mesh.subMeshCount.
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
A list of indices to populate.
The sub-mesh index. See Mesh.subMeshCount.
The Mesh LOD index.
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.
The sub-mesh index. See Mesh.subMeshCount.
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.
The sub-mesh index. See Mesh.subMeshCount.
The Mesh LOD index.
True (default value) will apply base vertex offset to returned indices.