Legacy Documentation: Version 5.4
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Graphics.DrawMesh

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public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation);
public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, materialIndex: int): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex);
public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, material: Material, layer: int, camera: Camera = null, submeshIndex: int = 0, properties: MaterialPropertyBlock = null, castShadows: bool = true, receiveShadows: bool = true, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera = null, int submeshIndex = 0, MaterialPropertyBlock properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true);
public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, material: Material, layer: int, camera: Camera, submeshIndex: int, properties: MaterialPropertyBlock, castShadows: Rendering.ShadowCastingMode, receiveShadows: bool = true, probeAnchor: Transform = null, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform probeAnchor = null, bool useLightProbes = true);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, materialIndex: int): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, int materialIndex);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, material: Material, layer: int, camera: Camera = null, submeshIndex: int = 0, properties: MaterialPropertyBlock = null, castShadows: bool = true, receiveShadows: bool = true, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera = null, int submeshIndex = 0, MaterialPropertyBlock properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, material: Material, layer: int, camera: Camera, submeshIndex: int, properties: MaterialPropertyBlock, castShadows: Rendering.ShadowCastingMode, receiveShadows: bool = true, probeAnchor: Transform = null, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform probeAnchor = null, bool useLightProbes = true);

Parameters

mesh The Mesh to draw.
position Position of the mesh.
rotation Rotation of the mesh.
materialIndex Subset of the mesh to draw.
matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
material Material to use.
layer Layer to use.
camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
castShadows Should the mesh cast shadows?
receiveShadows Should the mesh receive shadows?
useLightProbes Should the mesh use light probes?
probeAnchor If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.

Description

Draw a mesh.

DrawMesh draws a mesh for one frame. The mesh will be affected by the lights, can cast and receive shadows and be affected by Projectors - just like it was part of some game object. It can be drawn for all cameras or just for some specific camera.

Use DrawMesh in situations where you want to draw large amount of meshes, but don't want the overhead of creating and managing game objects. Note that DrawMesh does not draw the mesh immediately; it merely "submits" it for rendering. The mesh will be rendered as part of normal rendering process. If you want to draw a mesh immediately, use Graphics.DrawMeshNow.

Because DrawMesh does not draw mesh immediately, modifying material properties between calls to this function won't make the meshes pick up them. If you want to draw series of meshes with the same material, but slightly different properties (e.g. change color of each mesh), use MaterialPropertyBlock parameter.

Note that this call will create some internal resources while the mesh is queued up for rendering. The allocation happens immediately and will be kept around until the end of frame (if the object was queued for all cameras) or until the specified camera renders itself.

See Also: MaterialPropertyBlock.

#pragma strict
public var mesh: Mesh;
public var material: Material;
public function Update() {
	// will make the mesh appear in the scene at origin position
	Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Mesh mesh; public Material material; public void Update() { // will make the mesh appear in the scene at origin position Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0); } }