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SetSubMeshes

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
Read time 12 minutesLast updated 10 days ago

Definition

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

SetSubMeshes(SubMeshDescriptor[], int, int, MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes(SubMeshDescriptor[] desc, int start, int count, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

An array or list of sub-mesh data descriptors.

start

Index of the first element to take from the array or list in
desc
.

count

Number of elements to take from the array or list in
desc
.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.

SetSubMeshes(SubMeshDescriptor[], MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes(SubMeshDescriptor[] desc, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

An array or list of sub-mesh data descriptors.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.

SetSubMeshes(List<SubMeshDescriptor>, int, int, MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes(List<SubMeshDescriptor> desc, int start, int count, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

An array or list of sub-mesh data descriptors.

start

Index of the first element to take from the array or list in
desc
.

count

Number of elements to take from the array or list in
desc
.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.

SetSubMeshes(List<SubMeshDescriptor>, MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes(List<SubMeshDescriptor> desc, MeshUpdateFlags flags = MeshUpdateFlags.Default)

Parameters

An array or list of sub-mesh data descriptors.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.

SetSubMeshes<T>(NativeArray<T>, int, int, MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes<T>(NativeArray<T> desc, int start, int count, MeshUpdateFlags flags = MeshUpdateFlags.Default) where T : struct

Parameters

An array or list of sub-mesh data descriptors.

start

Index of the first element to take from the array or list in
desc
.

count

Number of elements to take from the array or list in
desc
.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.

SetSubMeshes<T>(NativeArray<T>, MeshUpdateFlags)

Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes.
public void SetSubMeshes<T>(NativeArray<T> desc, MeshUpdateFlags flags = MeshUpdateFlags.Default) where T : struct

Parameters

An array or list of sub-mesh data descriptors.

(Optional) Flags controlling the function behavior, see MeshUpdateFlags.

Remarks

Note that Mesh.SetSubMeshes, Mesh.SetSubMesh, SubMeshDescriptor, and Mesh.SetIndexBufferData are designed for maximum performance. These functions operate on the underlying mesh data structures involving raw index buffers, vertex buffers and mesh subset data. When you use these methods, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the SubMeshDescriptor index ranges and SubMeshDescriptor.topology values are set to correct values. SubMesh indices, both indexStart and indexCount, must not overlap with any other SubMesh indices.
You must also ensure that for each of the SubMesh's meshLod the lodrange is contained within the newly set index range. You may be required to invoke Mesh.SetLods prior to setting the SubMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges. If using Mesh LODs, you must also ensure that the provided index range for each of the sub-meshes is large enough to contain all levels of detail used within that sub-mesh. You may be required to invoke Mesh.SetLods prior to setting the subMesh. You can disable validation by setting flags to MeshUpdateFlags.DontValidateLodRanges.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see Mesh.
The SubMeshDescriptor-bounds, SubMeshDescriptor-firstVertex and SubMeshDescriptor-vertexCount values of SubMeshDescriptor are calculated automatically by
SetSubMeshes
, unless MeshUpdateFlags.DontRecalculateBounds flag is passed. Note that this only applies to the bounds of the SubMesh. You must call Mesh.RecalculateBounds to recalculate the bounds of the Mesh itself.
General usage pattern is:
var mesh = new Mesh(); // setup vertex buffer data mesh.vertices = ...; // set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...); // setup information about mesh subsets SubMeshDescriptor[] sm = new SubMeshDescriptor[] {...} mesh.SetSubMeshes(sm); // update bounds of the mesh mesh.RecalculateBounds();
For details on what data to set up for each sub-mesh, see SubMeshDescriptor.