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.
CloseFor 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.
Closeindices | 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 sub-mesh 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. |
baseVertex | Optional vertex offset that is added to all triangle vertex indices. |
Sets the index buffer for the sub-mesh.
A sub-mesh represents a list of triangles (or indices with a different MeshTopology) 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.
SetTriangles and triangles always set the Mesh to be composed of triangle
faces. Use SetIndices to create a Mesh composed of lines or points.
The baseVertex
argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers,
as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetIndices
contains indices 10,11,12 and baseVertex
is set to 100000, then effectively vertices 100010, 100011 and 100012 will be
used for rendering.
See Also: subMeshCount, MeshTopology enum, indexFormat.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!