Select your preferred scripting language. All code snippets will be displayed in this language.
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
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
|triangles||A list of vertex indices to populate.|
|submesh||The sub-mesh index. See subMeshCount.|
|applyBaseVertex||True (default value) will apply base vertex offset to returned indices.|
Fetches the triangle list for the specified sub-mesh on this object.
Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See vertices and GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.
A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.
Call the method overload with a
List<int> parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.
See Also: subMeshCount.
Did you find this page useful? Please give it a rating: