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Mesh Renderer components

Use Mesh Renderer components to render static meshes in your scene.
Read time 1 minuteLast updated 2 days ago

The Mesh Renderer draws non-deformable (static) meshes. These are meshes you can move, rotate, scale, and animate as a whole, but their individual vertices don't change during animation. They don't use skeletal deformation or bones and the mesh's shape remains fixed while the entire object transforms. Unity Studio automatically adds a Mesh Renderer component to GameObjects that contain static meshes, including the primitive objects Studio provides. To render a deformable mesh (where bones inside the mesh affect the vertices), use a Skinned Mesh Renderer component instead.

Meshes and Mesh Renderers

A mesh is a collection of vertices, edges, and faces that define the shape of a 3D object in your scene. An example is the primitive shapes Unity Studio provides, such as cubes, spheres, and cylinders. But you can also import custom static meshes created in 3D modeling software. You need a Mesh Renderer component to display meshes in your scene. Without this component, a mesh can't be visible.

Property

Description

MeshAssign the mesh you want to show in your scene.
MaterialsA list of materials that belong to this mesh. Expand the material to edit its properties.
Edit MaterialExpand one of the materials to show this option. When you select this option, Unity Studio makes a copy of the material and assigns the copied material to the mesh. Because the material is a copy, you can change its properties without affecting other meshes that use the same original material. To change the material on all objects, refer to Edit the material in the My Assets folder.

Material properties

Select Edit Material to change the properties of the material. For information about the material settings, refer to Material reference.

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