Graphics.DrawMeshNow

static function DrawMeshNow (mesh : Mesh, position : Vector3, rotation : Quaternion) : void

static function DrawMeshNow (mesh : Mesh, position : Vector3, rotation : Quaternion, materialIndex : int) : void

static function DrawMeshNow (mesh : Mesh, matrix : Matrix4x4) : void

static function DrawMeshNow (mesh : Mesh, matrix : Matrix4x4, materialIndex : int) : void

Parameters

NameDescription
mesh The Mesh to draw.
position Position of the mesh.
rotation Rotation of the mesh.
matrix Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.
materialIndex Subset of the mesh to draw.

Description

Draw a mesh immediately.

This function will draw a given mesh immediately. Currently set shader and material (see Material.SetPass) will be used. The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows. If you want full integration with lighting and shadowing, use Graphics.DrawMesh instead.

JavaScript
// Attach this script to a camera.
// Draws a mesh inmediately.

var aMesh : Mesh;
var mat : Material;

function OnPostRender() {
// SetPass to 0 if the material doesnt have a texture.
mat.SetPass(1);
Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Mesh aMesh;
public Material mat;
void OnPostRender() {
mat.SetPass(1);
Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public aMesh as Mesh

public mat as Material

def OnPostRender():
mat.SetPass(1)
Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity)