Returns the instantiated Mesh assigned to the mesh filter.
If no mesh is assigned to the mesh filter a new mesh will be created and assigned.
If a mesh is assigned to the mesh filter already, then first query of mesh
property will create a duplicate of it, and this copy
will be returned. Further queries of mesh
property will return this duplicated mesh instance.
Once mesh
property is queried, link to the original shared mesh is lost and MeshFilter.sharedMesh property becomes an alias to mesh
.
If you want to avoid this automatic mesh duplication, use MeshFilter.sharedMesh instead.
By using mesh
property you can modify the mesh for a single object only. The
other objects that used the same mesh will not be modified.
It is your responsibility to destroy the automatically instantiated mesh when the game object is being destroyed. Resources.UnloadUnusedAssets
also destroys the mesh but it is usually only called when loading a new level.
Consider mesh
property as a shortcut for the following code:
#pragma strict function Start() { var mesh = GetComponent.<MeshFilter>().sharedMesh; var mesh2 = Instantiate(mesh); GetComponent.<MeshFilter>().sharedMesh = mesh2; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; Mesh mesh2 = Instantiate(mesh); GetComponent<MeshFilter>().sharedMesh = mesh2; } }
Which is called on first query of mesh
property.
Note:
If MeshFilter is a part of an asset object, quering mesh
property is not allowed and only asset mesh can be assigned.
#pragma strict // Distorts the mesh vertically. function Update() { // Get instantiated mesh var mesh = GetComponent.<MeshFilter>().mesh; // Randomly change vertices var vertices = mesh.vertices; var p = 0; while ( p < vertices.Length ) { vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0); p++; } mesh.vertices = vertices; mesh.RecalculateNormals(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Distorts the mesh vertically. void Update() { // Get instantiated mesh Mesh mesh = GetComponent<MeshFilter>().mesh; // Randomly change vertices Vector3[] vertices = mesh.vertices; int p = 0; while (p < vertices.Length) { vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0); p++; } mesh.vertices = vertices; mesh.RecalculateNormals(); } }
See Also: Mesh class.