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public function Clear(keepVertexLayout: bool = true): void;
public void Clear(bool keepVertexLayout = true);



Clears all vertex data and all triangle indices.

You should call this function before rebuilding triangles array.

	// Draws a simple triangle with UVs

function Start () { gameObject.AddComponent.<MeshFilter>(); gameObject.AddComponent.<MeshRenderer>(); var mesh : Mesh = GetComponent.<MeshFilter>().mesh;

// Clears all the data that the mesh can contain previously. mesh.Clear();

mesh.vertices = [Vector3(0,0,0), Vector3(0,1,0), Vector3(1, 1, 0)]; mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1)]; mesh.triangles = [0, 1, 2]; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { gameObject.AddComponent<MeshFilter>(); gameObject.AddComponent<MeshRenderer>(); Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.Clear(); mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2}; } }

Default behaviour of this function keeps the existing vertex layout: if the mesh had tangent vectors and vertex colors, for example, then the tangents and colors will be part of mesh data once you fill in new vertex data. If you want to completely clear the mesh and start with an empty vertex layout, pass false for keepVertexLayout parameter. Alternatively, assigning an empty array to any mesh component will also remove it from the vertex layout.