Version: 2020.2
LanguageEnglish
  • C#

Mesh.SetTangents

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

Switch to Manual
public void SetTangents(Vector4[] inTangents);
public void SetTangents(List<Vector4> inTangents);
public void SetTangents(NativeArray<T> inTangents);

Parameters

inTangents Per-vertex tangents.

Description

Set the tangents of the Mesh.

See Also: tangents property.


public void SetTangents(Vector4[] inTangents, int start, int length, Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);
public void SetTangents(List<Vector4> inTangents, int start, int length, Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);
public void SetTangents(NativeArray<T> inTangents, int start, int length, Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);

Parameters

inTangents Per-vertex tangents.
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.

Description

Sets the tangents of the Mesh, using a part of the input array.

This method behaves as if you called SetTangents 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.