MeshGenerationContext.AddMeshGenerationJob

Declaration

public void AddMeshGenerationJob(Unity.Jobs.JobHandle jobHandle);

Parameters

jobHandle JobHandle to wait for.

Description

Instructs the renderer to wait for the completion of the provided JobHandle before beginning processing the meshes.

The following code example shows how to use a job to generate a mesh:

using System;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.UIElements;

class CheckerboardElement : VisualElement { struct CheckerboardJob : IJob { [WriteOnly] public NativeSlice<Vertex> vertices; [WriteOnly] public NativeSlice<ushort> indices;

public int horizontalCount; public int verticalCount; public float divisions; public Color32 color1; public Color32 color2;

public void Execute() { Span<Color32> colors = stackalloc Color32[2]; colors[0] = color1; colors[1] = color2; int colorIndex = 0;

int vCount = 0; int iCount = 0;

float left = 0; float right = divisions; for (int i = 0; i < horizontalCount; ++i) { float top = 0; float bottom = divisions; for (int j = 0; j < verticalCount; ++j) { colorIndex = (i ^ j) & 1;

Color32 color = colors[colorIndex];

vertices[vCount + 0] = new Vertex { position = new Vector3(left, bottom), tint = color }; vertices[vCount + 1] = new Vertex { position = new Vector3(left, top), tint = color }; vertices[vCount + 2] = new Vertex { position = new Vector3(right, top), tint = color }; vertices[vCount + 3] = new Vertex { position = new Vector3(right, bottom), tint = color };

indices[iCount + 0] = (ushort)(vCount + 0); indices[iCount + 1] = (ushort)(vCount + 1); indices[iCount + 2] = (ushort)(vCount + 2); indices[iCount + 3] = (ushort)(vCount + 2); indices[iCount + 4] = (ushort)(vCount + 3); indices[iCount + 5] = (ushort)(vCount + 0);

vCount += 4; iCount += 6; top += divisions; bottom += divisions; }

left += divisions; right += divisions; } } }

int m_Divisions; Color32 m_Color1; Color32 m_Color2;

public CheckerboardElement(int divisions, Color32 color1, Color32 color2) { generateVisualContent = OnGenerateVisualContent; m_Divisions = divisions; m_Color1 = color1; m_Color2 = color2; }

void OnGenerateVisualContent(MeshGenerationContext mgc) { int horizontalCount = Mathf.FloorToInt(layout.width / m_Divisions); int verticalCount = Mathf.FloorToInt(layout.height / m_Divisions);

if (horizontalCount == 0 || verticalCount == 0) return;

var job = new CheckerboardJob { horizontalCount = horizontalCount, verticalCount = verticalCount, divisions = m_Divisions, color1 = m_Color1, color2 = m_Color2 };

int quads = horizontalCount * verticalCount;

mgc.AllocateTempMesh(quads * 4, quads * 6, out job.vertices, out job.indices); mgc.DrawMesh(job.vertices, job.indices);

JobHandle jobHandle = job.Schedule(); mgc.AddMeshGenerationJob(jobHandle); } }

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