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CloseThe number of sub-meshes inside the Mesh object.
Each sub-mesh corresponds to a Material in a Renderer, such as MeshRenderer or SkinnedMeshRenderer. A sub-mesh consists of a list of triangles, which refer to a set of vertices. Vertices can be shared between multiple sub-meshes.
See Also: GetTriangles, SetTriangles.
using UnityEngine;
public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Debug.Log("Submeshes: " + mesh.subMeshCount); } }
For advanced lower-level sub-mesh and mesh data manipulation functions, see SubMeshDescriptor, SetSubMesh, SetIndexBufferParams, SetIndexBufferData.
Note that changing subMeshCount
to a smaller value than it was previously resizes the Mesh index buffer to be smaller. The new index buffer size is set to SubMeshDescriptor.indexStart of the first removed sub-mesh.