inColors | Per-vertex colors. |
Set the per-vertex colors of the Mesh.
Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array
Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores
each color in 16 bytes (full 32 bit float per color channel).
If you use a List
, Unity copies the values. If you change the List
, the Mesh colors won't change unless you call Mesh.SetColors
again.
Additional resources: colors, colors32 properties.
inColors | Per-vertex colors. |
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. |
Sets the per-vertex colors of the Mesh, using a part of the input array.
This method behaves as if you called SetColors 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.