Indicates how values are imported from the given scene into a UnityEngine.Mesh object.
Inheritance
MeshImportOptions
[Serializable]
public class MeshImportOptions
Fields
Declaration
public ImportMode boundingBox
Field Value
Declaration
Field Value
When true, instance cubes onto each joint of the bind pose.
These cubes will be presented in world space, the inverse of the actual bind pose.
Declaration
public bool debugShowSkeletonBindPose
Field Value
When true, instance cubes onto each joint of the rest pose.
Declaration
public bool debugShowSkeletonRestPose
Field Value
If true, a secondary UV set will be generated automatically for lightmapping.
Declaration
public bool generateLightmapUVs
Field Value
Declaration
public ImportMode normals
Field Value
If true, the vertex positions of the mesh will be imported.
Declaration
Field Value
Declaration
public ImportMode tangents
Field Value
Declaration
public ImportMode texcoord0
Field Value
Declaration
public ImportMode texcoord1
Field Value
Declaration
public ImportMode texcoord2
Field Value
Declaration
public ImportMode texcoord3
Field Value
If true, the topology (triangles/faces) of the mesh will be imported.
Declaration
public ImportMode topology
Field Value
If true, triangulates the mesh. Should only be set to false if the mesh is guaranteed
to be a valid triangle mesh before import.
Declaration
public bool triangulateMesh
Field Value
Maximum allowed angle distortion (0..1).
Declaration
public float unwrapAngleError
Field Value
Maximum allowed area distortion (0..1).
Declaration
public float unwrapAreaError
Field Value
This angle (in degrees) or greater between triangles will cause seam to be created.
Declaration
public float unwrapHardAngle
Field Value
How much uv-islands will be padded, in pixels.
Declaration
public int unwrapPackMargin
Field Value