indices | The array of indices that define the mesh faces. |
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 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 65536 vertices while using 16 bit index buffers,
as long as each sub-mesh index fits within its own 65535 value range. 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.
Note that meshes use 16-bit indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using int[]
input data). In order to use larger index buffer values, you should first set the indexFormat to IndexFormat.UInt32.
Additional resources: subMeshCount, MeshTopology enum, indexFormat.
indices | The array of indices that define the mesh faces. |
indicesStart | Index of the first element to take from the input array. |
indicesLength | Number of elements to take from the input array. |
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 vertex indices. |
Sets the index buffer of a sub-mesh, using a part of the input array.
This method behaves as if you called SetIndices with an array that is a slice of the whole array, starting at indicesStart
index and being of a given indicesLength
length. The resulting sub-mesh will have indicesLength
amount of vertex indices.