Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mesh.triangles

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var triangles: int[];
public int[] triangles;
public triangles as int[]

Description

An array containing all triangles in the mesh.

The array is a list of triangles that contains indices into the vertex array. The size of the triangle array must always be a multiple of 3. Vertices can be shared by simply indexing into the same vertex. If the mesh contains multiple sub meshes (materials) the triangle list will contain all triangles of all submeshes. When you assign triangle array, subMeshCount is set to 1. If you want to have multiple sub meshes, use subMeshCount and SetTriangles.

It is recommended to assign a the triangle array after assigning the vertex array in order to avoid out of bounds errors.

	// Builds a mesh containing a single triangle with uv's.

function Start () { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); var mesh : Mesh = GetComponent(MeshFilter).mesh;

mesh.Clear(); mesh.vertices = [Vector3(0,0,0), Vector3(0,1,0), Vector3(1, 1, 0)]; mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1)]; mesh.triangles = [0, 1, 2]; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        gameObject.AddComponent("MeshFilter");
        gameObject.AddComponent("MeshRenderer");
        Mesh mesh = GetComponent<MeshFilter>().mesh;
        mesh.Clear();
        mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)};
        mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)};
        mesh.triangles = new int[] {0, 1, 2};
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as void:
		gameObject.AddComponent('MeshFilter')
		gameObject.AddComponent('MeshRenderer')
		mesh as Mesh = GetComponent[of MeshFilter]().mesh
		mesh.Clear()
		mesh.vertices = (of Vector3: Vector3(0, 0, 0), Vector3(0, 1, 0), Vector3(1, 1, 0))
		mesh.uv = (of Vector2: Vector2(0, 0), Vector2(0, 1), Vector2(1, 1))
		mesh.triangles = (of int: 0, 1, 2)