Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Mesh.ApplyAndDisposeWritableMeshData

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Declaration

public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, Mesh mesh, Rendering.MeshUpdateFlags flags);

Declaration

public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, Mesh[] meshes, Rendering.MeshUpdateFlags flags);

Declaration

public static void ApplyAndDisposeWritableMeshData(Mesh.MeshDataArray data, List<Mesh> meshes, Rendering.MeshUpdateFlags flags);

Parameters

data The mesh data array, see MeshDataArray.
mesh The destination Mesh. Mesh data array must be of size 1.
meshes The destination Meshes. Must match the size of mesh data array.
flags The mesh data update flags, see MeshUpdateFlags.

Description

Applies data defined in MeshData structs to Mesh objects.

ApplyAndDisposeWritableMeshData takes a MeshDataArray containing writeable MeshData structs, and applies the vertex buffer, index buffer, and sub-mesh data to Mesh objects. Use this to create new Meshes using the C# Job System and Burst.

After ApplyAndDisposeWritableMeshData is called, the MeshDataArray struct is disposed and can no longer be used.

Additional resources: AllocateWritableMeshData, MeshDataArray, MeshData.