Returns state of the Read/Write Enabled checkbox when model was imported.
For a dynamic Mesh created from script, always returns true.
Meshes not marked readable will throw an error on accessing any data arrays from script at runtime. Access is allowed in Unity's editor outside of the game and rendering loop.
function Start () {
var mesh : Mesh = GetComponent(MeshFilter).sharedMesh;
print(mesh.isReadable);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
print(mesh.isReadable);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Start():
mesh as Mesh = GetComponent[of MeshFilter]().sharedMesh
print(mesh.isReadable)