Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mesh.SetIndices

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function SetIndices(indices: int[], topology: MeshTopology, submesh: int, calculateBounds: bool = true): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds = true);

Parameters

indices The array of indices that define the Mesh.
topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
submesh The submesh to modify.
calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.

Description

Sets the index buffer for the sub-Mesh.

A sub-Mesh is simply a separate indices array. When the Mesh Renderer uses multiple Materials, you should ensure that there are as many sub-Meshes as Materials.

SetTriangles and triangles always set the Mesh to be composed of triangle faces. Use SetIndices to create a Mesh composed of lines or points.

See Also: subMeshCount, MeshTopology enum.

Did you find this page useful? Please give it a rating: