Class z_AdditionalVertexStreams
Workaround for bug in MeshRenderer.additionalVertexStreams.
Namely, the mesh is not persistent in the editor and needs to be "refreshed" constantly.
Inherited Members
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Polybrush
Assembly: Unity.Polybrush.dll
Syntax
[ExecuteInEditMode]
[Obsolete]
public class z_AdditionalVertexStreams : MonoBehaviour
Fields
m_AdditionalVertexStreamMesh
The Mesh set as additional vertex stream
Declaration
public Mesh m_AdditionalVertexStreamMesh
Field Value
| Type | Description |
|---|---|
| Mesh |
Methods
SetAdditionalVertexStreamsMesh(Mesh)
Setting the additional vertex streams
Declaration
public void SetAdditionalVertexStreamsMesh(Mesh mesh)
Parameters
| Type | Name | Description |
|---|---|---|
| Mesh | mesh | The Mesh to use for additionalVertexStreams |