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
A rectangle describing the UV region holding the texture passed to MeshGenerationContext.Allocate.
Internally, the texture passed to MeshGenerationContext.Allocate may either be used directly or is automatically integrated within a larger atlas. It is therefore required to use this property to scale and offset the UVs for the generated vertices in order to sample the correct texels. Correct use of MeshWriteData.uvRegion is simple: given an input UV in [0,1] range, multiply the UV by (uvRegion.width,uvRegion.height) then add uvRegion.xMin,uvRegion.yMin and store the result in Vertex.uv.