Version: Unity 6.7 Alpha (6000.7)
LanguageEnglish
  • C#

DefaultMeshBufferTarget.None

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Description

Unity doesn’t apply a project-wide default buffer target to mesh vertex and index buffers.

Unity determines whether each mesh requires compute access based on its usage instead. For example, Unity adds the platform’s preferred compute-compatible buffer target to mesh buffers used by skinning, blend shapes, or ray tracing.

You can’t choose which target Unity applies; Unity selects either a raw or structured target depending on the platform and graphics API.

None is the default value.