Version: 2021.3
LanguageEnglish
  • C#

MeshUpdateFlags.DontRecalculateBounds

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

Description

Indicates that Unity should not recalculate the bounds when you set Mesh data using Mesh.SetSubMesh.

When you use Mesh.SetSubMesh to modify a Mesh's data, Unity's default behaviour is to re-calculate the values of the SubMeshDescriptor.bounds, SubMeshDescriptor.startVertex and SubMeshDescriptor.vertexCount fields from the current vertex and index buffer data.

You can make Unity skip these calculations by using the MeshUpdateFlags.DontRecalculateBounds flag. This can be beneficial to performance, however if you use this flag you must make sure that you pass correct values of the bounds, startVertex and vertexCount fields.

Additional resources: Mesh.SetSubMesh.