Version: 2019.4
LanguageEnglish
  • C#

Graphics.DrawMeshNow

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

Declaration

public static void DrawMeshNow(Mesh mesh, Vector3 position, Quaternion rotation);

Declaration

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

Declaration

public static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix);

Declaration

public static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix, int materialIndex);

Parameters

mesh The Mesh to draw.
position Position of the mesh.
rotation Rotation of the mesh.
matrix Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.
materialIndex Subset 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.

using UnityEngine;
using System.Collections;

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