SetIndices(indices: int[], topology: MeshTopology, submesh: int): void;
void SetIndices(int[] indices, MeshTopology topology, int submesh);
def SetIndices(indices as int[], topology as MeshTopology, submesh as int) as void

Sets the index buffer for the submesh.

A submesh is simply a separate indices array. When the mesh renderer uses multiple materials, you should ensure that there are as many submeshes as materials.

SetTriangles and ::triangles always make the mesh be composed of triangles faces. Using SetIndices you can create a mesh that's made out of lines or points, see MeshTopology enum.

See Also: subMeshCount, MeshTopology enum.