# meshDistribution

> Specifies how the system randomly assigns meshes to particles.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public ParticleSystemMeshDistribution meshDistribution { get; set; }
```

### Remarks

Additional Resources: [\_renderMode](/engine/6000.7/script-reference/unityengine/particlesystemrenderer/rendermode.md)

### Examples

```csharp
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    private ParticleSystemRenderer psr;

    void Start() {

        ps = GetComponent<ParticleSystem>();
        psr = GetComponent<ParticleSystemRenderer>();

        psr.renderMode = ParticleSystemRenderMode.Mesh;
        psr.meshDistribution = ParticleSystemMeshDistribution.NonUniformRandom;
        psr.SetMeshes(new Mesh[]{ Resources.GetBuiltinResource<Mesh>("Capsule.fbx"), Resources.GetBuiltinResource<Mesh>("Cube.fbx"), Resources.GetBuiltinResource<Mesh>("Sphere.fbx") });
        psr.SetMeshWeightings(new float[]{ 0.1f, 0.1f, 0.8f });
    }

    void OnGUI() {
        GUI.Label(new Rect(25, 40, 200, 30), "Mesh Count: " + psr.meshCount.ToString());
    }
}
```
