Legacy Documentation: Version 2017.2 (Go to current version)
  • C#
  • JS

Script language

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


Suggest a change


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.


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.



Switch to Manual
public method UploadMeshData(markNoLogerReadable: bool): void;
public void UploadMeshData(bool markNoLogerReadable);


markNoLongerReadable Frees up system memory copy of mesh data when set to true.


Upload previously done Mesh modifications to the graphics API.

When creating or modifying a Mesh from code (using vertices, normals, triangles etc. properties), the Mesh data is internally marked as "modified" and is sent to the graphics API next time the Mesh is rendered.

Call UploadMeshData to immediately send the modified data to the graphics API, to avoid a possible problem later. Passing true in a markNoLogerReadable argument makes Mesh data not be readable from the script anymore, and frees up system memory copy of the data.

See Also: vertices, normals, triangles, MarkDynamic.

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