Legacy Documentation: Version 2018.1 (Go to current version)
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Graphics.DrawMeshNow

public static method DrawMeshNow(mesh: Mesh, position: Vector3, rotation: Quaternion): void;
public static method DrawMeshNow(mesh: Mesh, position: Vector3, rotation: Quaternion, materialIndex: int): void;
public static method DrawMeshNow(mesh: Mesh, matrix: Matrix4x4): void;
public static method DrawMeshNow(mesh: Mesh, matrix: Matrix4x4, materialIndex: int): void;

Parameters

meshThe Mesh to draw.
positionPosition of the mesh.
rotationRotation of the mesh.
matrixTransformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.
materialIndexSubset of the mesh to draw.

Description

Draw a mesh immediately.

This function will draw a given mesh immediately. Currently set shader and material (see Material.SetPass) will be used.

The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows. If you want full integration with lighting and shadowing, use Graphics.DrawMesh instead.

#pragma strict
// Attach this script to a Camera
public var mesh: Mesh;
public var mat: Material;
public function OnPostRender() {
	// set first shader pass of the material
	mat.SetPass(0);
	// draw mesh at the origin
	Graphics.DrawMeshNow(mesh, Vector3.zero, Quaternion.identity);
}

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