Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

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

Mesh.SetIndices

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

Switch to Manual
public function SetIndices(indices: int[], topology: MeshTopology, submesh: int): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh);

Parameters

Description

Sets the index buffer for the submesh.

A submesh is simply a separate indices array. When the mesh renderer uses multiple materials, you should ensure that there are as many submeshes as materials.

SetTriangles and ::triangles always make the mesh be composed of triangles faces. Using SetIndices you can create a mesh that's made out of lines or points, see MeshTopology enum.

See Also: subMeshCount, MeshTopology enum.