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Set the per-vertex colors of the Mesh.
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array
Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores
each color in 16 bytes (full 32 bit float per color channel).
See Also: colors, colors32 properties.
|start||Index of the first element to take from the input array.|
|length||Number of elements to take from the input array.|
|flags||Flags controlling the function behavior, see MeshUpdateFlags.|
Sets the per-vertex colors of the Mesh, using a part of the input array.
This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at
start index and being of a given
length. The resulting Mesh has
length amount of vertices.
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