Class ProBuilderMesh | ProBuilder | 4.2.4-preview.0
docs.unity3d.com
    Show / Hide Table of Contents

    Class ProBuilderMesh

    This component is responsible for storing all the data necessary for editing and compiling UnityEngine.Mesh objects.

    Inheritance
    Object
    ProBuilderMesh
    Namespace: UnityEngine.ProBuilder
    Syntax
    public sealed class ProBuilderMesh : MonoBehaviour

    Fields

    maxVertexCount

    The maximum number of vertices that a ProBuilderMesh can accomodate.

    Declaration
    public const uint maxVertexCount = 65535U
    Field Value
    Type Description
    UInt32

    Properties

    colors

    Declaration
    public IList<Color> colors { get; set; }
    Property Value
    Type Description
    IList<Color>

    Vertex colors array for this mesh. When setting, the value must match the length of positions.

    edgeCount

    Declaration
    public int edgeCount { get; }
    Property Value
    Type Description
    Int32

    How many edges compose this mesh.

    faceCount

    Declaration
    public int faceCount { get; }
    Property Value
    Type Description
    Int32

    How many faces does this mesh have?

    faces

    Meshes are composed of vertices and faces. Faces primarily contain triangles and material information. With these components, ProBuilder will compile a mesh.

    Declaration
    public IList<Face> faces { get; set; }
    Property Value
    Type Description
    IList<Face>

    A collection of the @"UnityEngine.ProBuilder.Face"'s that make up this mesh.

    indexCount

    Declaration
    public int indexCount { get; }
    Property Value
    Type Description
    Int32

    How many vertex indexes make up this mesh.

    meshSyncState

    Ensure that the UnityEngine.Mesh is in sync with the ProBuilderMesh.

    Declaration
    public MeshSyncState meshSyncState { get; }
    Property Value
    Type Description
    MeshSyncState

    A flag describing the state of the synchronicity between the MeshFilter.sharedMesh and ProBuilderMesh components.

    normals

    Declaration
    public IList<Vector3> normals { get; }
    Property Value
    Type Description
    IList<Vector3>

    The mesh normals.

    positions

    Declaration
    public IList<Vector3> positions { get; set; }
    Property Value
    Type Description
    IList<Vector3>

    The vertex positions that make up this mesh.

    preserveMeshAssetOnDestroy

    Declaration
    public bool preserveMeshAssetOnDestroy { get; set; }
    Property Value
    Type Description
    Boolean

    In the editor, when you delete a ProBuilderMesh you usually also want to destroy the mesh asset. However, there are situations you'd want to keep the mesh around, like when stripping probuilder scripts.

    selectable

    Declaration
    public bool selectable { get; set; }
    Property Value
    Type Description
    Boolean

    If false mesh elements will not be selectable. This is used by @"UnityEditor.ProBuilder.ProBuilderEditor".

    selectedEdgeCount

    Declaration
    public int selectedEdgeCount { get; }
    Property Value
    Type Description
    Int32

    Get the number of selected edges.

    selectedEdges

    Declaration
    public ReadOnlyCollection<Edge> selectedEdges { get; }
    Property Value
    Type Description
    ReadOnlyCollection<Edge>

    A collection of the currently selected edges.

    selectedFaceCount

    Declaration
    public int selectedFaceCount { get; }
    Property Value
    Type Description
    Int32

    Get the number of faces that are currently selected on this object.

    selectedFaceIndexes

    Declaration
    public ReadOnlyCollection<int> selectedFaceIndexes { get; }
    Property Value
    Type Description
    ReadOnlyCollection<Int32>

    A collection of the currently selected faces by their index in the @"UnityEngine.ProBuilder.ProBuilderMesh.faces" array.

    selectedVertexCount

    Declaration
    public int selectedVertexCount { get; }
    Property Value
    Type Description
    Int32

    Get the number of selected vertex indexes.

    selectedVertices

    Declaration
    public ReadOnlyCollection<int> selectedVertices { get; }
    Property Value
    Type Description
    ReadOnlyCollection<Int32>

    A collection of the currently selected vertices by their index in the @"UnityEngine.ProBuilder.ProBuilderMesh.positions" array.

    sharedVertices

    ProBuilder makes the assumption that no @"UnityEngine.ProBuilder.Face" references a vertex used by another. However, we need a way to associate vertices in the editor for many operations. These vertices are usually called coincident, or shared vertices. ProBuilder manages these associations with the sharedIndexes array. Each array contains a list of triangles that point to vertices considered to be coincident. When ProBuilder compiles a UnityEngine.Mesh from the ProBuilderMesh, these vertices will be condensed to a single vertex where possible.

    Declaration
    public IList<SharedVertex> sharedVertices { get; set; }
    Property Value
    Type Description
    IList<SharedVertex>

    The shared (or common) index array for this mesh.

    tangents

    Declaration
    public IList<Vector4> tangents { get; set; }
    Property Value
    Type Description
    IList<Vector4>

    Get the user-set tangents array for this mesh. If tangents have not been explicitly set, this value will be null.

    Remarks

    To get the generated tangents that are applied to the mesh through Refresh(), use GetTangents().

    See Also
    GetTangents()

    textures

    Declaration
    public IList<Vector2> textures { get; set; }
    Property Value
    Type Description
    IList<Vector2>

    The UV0 channel. Null if not present.

    See Also
    GetUVs(Int32, List<Vector4>)

    triangleCount

    Declaration
    public int triangleCount { get; }
    Property Value
    Type Description
    Int32

    How many triangles make up this mesh.

    unwrapParameters

    Declaration
    public UnwrapParameters unwrapParameters { get; set; }
    Property Value
    Type Description
    UnwrapParameters

    UV2 generation parameters.

    userCollisions

    Declaration
    public bool userCollisions { get; set; }
    Property Value
    Type Description
    Boolean

    If false, ProBuilder will automatically create and scale colliders.

    vertexCount

    Declaration
    public int vertexCount { get; }
    Property Value
    Type Description
    Int32

    How many vertices are in the positions array.

    Methods

    Clear()

    Reset all the attribute arrays on this object.

    Declaration
    public void Clear()

    ClearSelection()

    Clears selected face, edge, and vertex arrays. You do not need to call this when setting an individual array, as the setter methods will handle updating the associated caches.

    Declaration
    public void ClearSelection()

    CopyFrom(ProBuilderMesh)

    Copy mesh data from another mesh to self.

    Declaration
    public void CopyFrom(ProBuilderMesh other)
    Parameters
    Type Name Description
    ProBuilderMesh other

    Create()

    Create a new GameObject with a ProBuilderMesh component, MeshFilter, and MeshRenderer. All arrays are initialized as empty.

    Declaration
    public static ProBuilderMesh Create()
    Returns
    Type Description
    ProBuilderMesh

    A reference to the new ProBuilderMesh component.

    Create(IEnumerable<Vector3>, IEnumerable<Face>)

    Create a new GameObject with a ProBuilderMesh component, MeshFilter, and MeshRenderer, then initializes the ProBuilderMesh with a set of positions and faces.

    Declaration
    public static ProBuilderMesh Create(IEnumerable<Vector3> positions, IEnumerable<Face> faces)
    Parameters
    Type Name Description
    IEnumerable<Vector3> positions

    Vertex positions array.

    IEnumerable<Face> faces

    Faces array.

    Returns
    Type Description
    ProBuilderMesh

    A reference to the new ProBuilderMesh component.

    Create(IList<Vertex>, IList<Face>, IList<SharedVertex>, IList<SharedVertex>, IList<Material>)

    Create a new GameObject with a ProBuilderMesh component, MeshFilter, and MeshRenderer, then initializes the ProBuilderMesh with a set of positions and faces.

    Declaration
    public static ProBuilderMesh Create(IList<Vertex> vertices, IList<Face> faces, IList<SharedVertex> sharedVertices = null, IList<SharedVertex> sharedTextures = null, IList<Material> materials = null)
    Parameters
    Type Name Description
    IList<Vertex> vertices

    Vertex positions array.

    IList<Face> faces

    Faces array.

    IList<SharedVertex> sharedVertices

    Optional SharedVertex[] defines coincident vertices.

    IList<SharedVertex> sharedTextures

    Optional SharedVertex[] defines coincident texture coordinates (UV0).

    IList<Material> materials

    Optional array of materials that will be assigned to the MeshRenderer.

    Returns
    Type Description
    ProBuilderMesh

    GetCoincidentVertices(IEnumerable<Int32>)

    Get a list of vertices that are coincident to any of the vertices in the passed vertices parameter.

    Declaration
    public List<int> GetCoincidentVertices(IEnumerable<int> vertices)
    Parameters
    Type Name Description
    IEnumerable<Int32> vertices

    A collection of indexes relative to the mesh positions.

    Returns
    Type Description
    List<Int32>

    A list of all vertices that share a position with any of the passed vertices.

    Exceptions
    Type Condition
    ArgumentNullException

    The vertices parameter may not be null.

    GetCoincidentVertices(IEnumerable<Int32>, List<Int32>)

    Populate a list of vertices that are coincident to any of the vertices in the passed vertices parameter.

    Declaration
    public void GetCoincidentVertices(IEnumerable<int> vertices, List<int> coincident)
    Parameters
    Type Name Description
    IEnumerable<Int32> vertices

    A collection of indexes relative to the mesh positions.

    List<Int32> coincident

    A list to be cleared and populated with any vertices that are coincident.

    Exceptions
    Type Condition
    ArgumentNullException

    The vertices and coincident parameters may not be null.

    GetCoincidentVertices(IEnumerable<Edge>, List<Int32>)

    Populate a list of vertices that are coincident to any of the vertices in the passed vertices parameter.

    Declaration
    public void GetCoincidentVertices(IEnumerable<Edge> edges, List<int> coincident)
    Parameters
    Type Name Description
    IEnumerable<Edge> edges

    A collection of edges to gather vertices from.

    List<Int32> coincident

    A list to be cleared and populated with any vertices that are coincident.

    Exceptions
    Type Condition
    ArgumentNullException

    The vertices and coincident parameters may not be null.

    GetCoincidentVertices(IEnumerable<Face>, List<Int32>)

    Populate a list of vertices that are coincident to any of the vertices in the passed vertices parameter.

    Declaration
    public void GetCoincidentVertices(IEnumerable<Face> faces, List<int> coincident)
    Parameters
    Type Name Description
    IEnumerable<Face> faces

    A collection of faces to gather vertices from.

    List<Int32> coincident

    A list to be cleared and populated with any vertices that are coincident.

    Exceptions
    Type Condition
    ArgumentNullException

    The vertices and coincident parameters may not be null.

    GetCoincidentVertices(Int32, List<Int32>)

    Populate a list with all the vertices that are coincident to the requested vertex.

    Declaration
    public void GetCoincidentVertices(int vertex, List<int> coincident)
    Parameters
    Type Name Description
    Int32 vertex

    An index relative to a positions array.

    List<Int32> coincident

    A list to be populated with all coincident vertices.

    Exceptions
    Type Condition
    ArgumentNullException

    The coincident list may not be null.

    ArgumentOutOfRangeException

    The SharedVertex[] does not contain an entry for the requested vertex.

    GetColors()

    Get an array of Color values from the mesh.

    Declaration
    public Color[] GetColors()
    Returns
    Type Description
    Color[]

    The colors array for this mesh. If mesh does not contain colors, a new array is returned filled with the default value (Color.white).

    GetNormals()

    Declaration
    public Vector3[] GetNormals()
    Returns
    Type Description
    Vector3[]

    Get the normals array for this mesh.

    GetSelectedFaces()

    Get a copy of the selected face array.

    Declaration
    public Face[] GetSelectedFaces()
    Returns
    Type Description
    Face[]

    GetTangents()

    Get the tangents applied to the mesh, or create and cache them if not yet initialized.

    Declaration
    public Vector4[] GetTangents()
    Returns
    Type Description
    Vector4[]

    The tangents applied to the MeshFilter.sharedMesh. If the tangents array length does not match the vertex count, null is returned.

    GetUVs(Int32, List<Vector4>)

    Copy values in a UV channel to uvs.

    Declaration
    public void GetUVs(int channel, List<Vector4> uvs)
    Parameters
    Type Name Description
    Int32 channel

    The index of the UV channel to fetch values from. The valid range is {0, 1, 2, 3}.

    List<Vector4> uvs

    A list that will be cleared and populated with the UVs copied from this mesh.

    GetVertices(IList<Int32>)

    Creates a new array of vertices with values from a @"UnityEngine.ProBuilder.ProBuilderMesh" component.

    Declaration
    public Vertex[] GetVertices(IList<int> indexes = null)
    Parameters
    Type Name Description
    IList<Int32> indexes

    An optional list of indexes pointing to the mesh attribute indexes to include in the returned Vertex array.

    Returns
    Type Description
    Vertex[]

    An array of vertices.

    HasArrays(MeshArrays)

    Check if the mesh contains the requested arrays.

    Declaration
    public bool HasArrays(MeshArrays channels)
    Parameters
    Type Name Description
    MeshArrays channels

    A flag containing the array types that a ProBuilder mesh stores.

    Returns
    Type Description
    Boolean

    True if all arrays in the flag are present, false if not.

    RebuildWithPositionsAndFaces(IEnumerable<Vector3>, IEnumerable<Face>)

    Clear all mesh attributes and reinitialize with new positions and face collections.

    Declaration
    public void RebuildWithPositionsAndFaces(IEnumerable<Vector3> vertices, IEnumerable<Face> faces)
    Parameters
    Type Name Description
    IEnumerable<Vector3> vertices

    Vertex positions array.

    IEnumerable<Face> faces

    Faces array.

    Refresh(RefreshMask)

    Recalculates mesh attributes: normals, collisions, UVs, tangents, and colors.

    Declaration
    public void Refresh(RefreshMask mask = RefreshMask.UV | RefreshMask.Colors | RefreshMask.Normals | RefreshMask.Tangents | RefreshMask.Collisions | RefreshMask.All)
    Parameters
    Type Name Description
    RefreshMask mask

    Optionally pass a mask to define what components are updated (UV and collisions are expensive to rebuild, and can usually be deferred til completion of task).

    RefreshUV(IEnumerable<Face>)

    Declaration
    public void RefreshUV(IEnumerable<Face> facesToRefresh)
    Parameters
    Type Name Description
    IEnumerable<Face> facesToRefresh

    SetFaceColor(Face, Color)

    Set the vertex colors for a @"UnityEngine.ProBuilder.Face".

    Declaration
    public void SetFaceColor(Face face, Color color)
    Parameters
    Type Name Description
    Face face

    The target face.

    Color color

    The color to set this face's referenced vertices to.

    SetMaterial(IEnumerable<Face>, Material)

    Set the material for a collection of faces.

    Declaration
    public void SetMaterial(IEnumerable<Face> faces, Material material)
    Parameters
    Type Name Description
    IEnumerable<Face> faces

    The faces to apply the material to.

    Material material

    The material to apply.

    Remarks

    To apply the changes to the UnityEngine.Mesh, make sure to call ToMesh and Refresh.

    SetSelectedEdges(IEnumerable<Edge>)

    Set the edge selection for this mesh. Also sets the face and vertex selection to match.

    Declaration
    public void SetSelectedEdges(IEnumerable<Edge> edges)
    Parameters
    Type Name Description
    IEnumerable<Edge> edges

    The new edge selection.

    SetSelectedFaces(IEnumerable<Face>)

    Set the face selection for this mesh. Also sets the vertex and edge selection to match.

    Declaration
    public void SetSelectedFaces(IEnumerable<Face> selected)
    Parameters
    Type Name Description
    IEnumerable<Face> selected

    The new face selection.

    SetSelectedVertices(IEnumerable<Int32>)

    Sets the selected vertices array. Clears SelectedFaces and SelectedEdges arrays.

    Declaration
    public void SetSelectedVertices(IEnumerable<int> vertices)
    Parameters
    Type Name Description
    IEnumerable<Int32> vertices

    The new vertex selection.

    SetUVs(Int32, List<Vector4>)

    Set the mesh UVs per-channel. Channels 0 and 1 are cast to Vector2, where channels 2 and 3 are kept Vector4.

    Declaration
    public void SetUVs(int channel, List<Vector4> uvs)
    Parameters
    Type Name Description
    Int32 channel

    The index of the UV channel to fetch values from. The valid range is {0, 1, 2, 3}.

    List<Vector4> uvs

    The new UV values.

    Remarks

    Does not apply to mesh (use Refresh to reflect changes after application).

    SetVertices(IList<Vertex>, Boolean)

    Set the vertex element arrays on this mesh.

    Declaration
    public void SetVertices(IList<Vertex> vertices, bool applyMesh = false)
    Parameters
    Type Name Description
    IList<Vertex> vertices

    The new vertex array.

    Boolean applyMesh

    An optional parameter that will apply elements to the MeshFilter.sharedMesh. Note that this should only be used when the mesh is in its original state, not optimized (meaning it won't affect triangles which can be modified by Optimize).

    SetVerticesCoincident(IEnumerable<Int32>)

    Sets the passed vertices as being considered coincident by the ProBuilderMesh.

    Declaration
    public void SetVerticesCoincident(IEnumerable<int> vertices)
    Parameters
    Type Name Description
    IEnumerable<Int32> vertices

    Returns a list of vertices to be associated as coincident.

    Remarks

    Note that it is up to the caller to ensure that the passed vertices are indeed sharing a position.

    ToMesh(MeshTopology)

    Rebuild the mesh positions and submeshes. If vertex count matches new positions array the existing attributes are kept, otherwise the mesh is cleared. UV2 is the exception, it is always cleared.

    Declaration
    public void ToMesh(MeshTopology preferredTopology = null)
    Parameters
    Type Name Description
    MeshTopology preferredTopology

    Triangles and Quads are supported.

    Events

    elementSelectionChanged

    Declaration
    public static event Action<ProBuilderMesh> elementSelectionChanged
    Event Type
    Type Description
    Action<ProBuilderMesh>

    Invoked when the element selection changes on any ProBuilderMesh.

    See Also
    SetSelectedFaces(IEnumerable<Face>)
    SetSelectedVertices(IEnumerable<Int32>)
    SetSelectedEdges(IEnumerable<Edge>)

    meshWillBeDestroyed

    In the editor, when a ProBuilderMesh is destroyed it will also destroy the MeshFilter.sharedMesh that is found with the parent GameObject. You may override this behaviour by subscribing to onDestroyObject.

    Declaration
    public static event Action<ProBuilderMesh> meshWillBeDestroyed
    Event Type
    Type Description
    Action<ProBuilderMesh>

    If onDestroyObject has a subscriber ProBuilder will invoke it instead of cleaning up unused meshes by itself.

    See Also
    preserveMeshAssetOnDestroy

    Extension Methods

    VertexPositioning.VerticesInWorldSpace(ProBuilderMesh)
    VertexPositioning.TranslateVerticesInWorldSpace(ProBuilderMesh, Int32[], Vector3)
    VertexPositioning.TranslateVertices(ProBuilderMesh, IEnumerable<Int32>, Vector3)
    VertexPositioning.TranslateVertices(ProBuilderMesh, IEnumerable<Edge>, Vector3)
    VertexPositioning.TranslateVertices(ProBuilderMesh, IEnumerable<Face>, Vector3)
    VertexPositioning.SetSharedVertexPosition(ProBuilderMesh, Int32, Vector3)
    EditorMeshUtility.Optimize(ProBuilderMesh, Boolean)
    EditorMeshUtility.RebuildColliders(ProBuilderMesh)
    AppendElements.AppendFaces(ProBuilderMesh, Vector3[][], Color[][], Vector2[][], Face[], Int32[][])
    AppendElements.CreatePolygon(ProBuilderMesh, IList<Int32>, Boolean)
    AppendElements.CreateShapeFromPolygon(ProBuilderMesh, IList<Vector3>, Single, Boolean)
    AppendElements.CreateShapeFromPolygon(ProBuilderMesh, IList<Vector3>, Single, Boolean, Vector3, IList<IList<Vector3>>)
    AppendElements.CreateShapeFromPolygon(ProBuilderMesh, IList<Vector3>, Single, Boolean, IList<IList<Vector3>>)
    AppendElements.DuplicateAndFlip(ProBuilderMesh, Face[])
    AppendElements.Bridge(ProBuilderMesh, Edge, Edge, Boolean)
    AppendElements.AppendVerticesToFace(ProBuilderMesh, Face, Vector3[])
    AppendElements.AppendVerticesToEdge(ProBuilderMesh, Edge, Int32)
    AppendElements.AppendVerticesToEdge(ProBuilderMesh, IList<Edge>, Int32)
    ConnectElements.Connect(ProBuilderMesh, IEnumerable<Face>)
    ConnectElements.Connect(ProBuilderMesh, IEnumerable<Edge>)
    ConnectElements.Connect(ProBuilderMesh, IList<Int32>)
    DeleteElements.DeleteVertices(ProBuilderMesh, IEnumerable<Int32>)
    DeleteElements.DeleteFace(ProBuilderMesh, Face)
    DeleteElements.DeleteFaces(ProBuilderMesh, IEnumerable<Face>)
    DeleteElements.DeleteFaces(ProBuilderMesh, IList<Int32>)
    DeleteElements.RemoveDegenerateTriangles(ProBuilderMesh)
    DeleteElements.RemoveUnusedVertices(ProBuilderMesh)
    ElementSelection.GetPerimeterEdges(ProBuilderMesh, IEnumerable<Face>)
    ExtrudeElements.Extrude(ProBuilderMesh, IEnumerable<Face>, ExtrudeMethod, Single)
    ExtrudeElements.Extrude(ProBuilderMesh, IEnumerable<Edge>, Single, Boolean, Boolean)
    ExtrudeElements.DetachFaces(ProBuilderMesh, IEnumerable<Face>)
    ExtrudeElements.DetachFaces(ProBuilderMesh, IEnumerable<Face>, Boolean)
    MeshTransform.CenterPivot(ProBuilderMesh, Int32[])
    MeshTransform.SetPivot(ProBuilderMesh, Vector3)
    MeshTransform.FreezeScaleTransform(ProBuilderMesh)
    MeshValidation.ContainsDegenerateTriangles(ProBuilderMesh)
    MeshValidation.ContainsDegenerateTriangles(ProBuilderMesh, IList<Face>)
    MeshValidation.ContainsDegenerateTriangles(ProBuilderMesh, Face)
    MeshValidation.ContainsNonContiguousTriangles(ProBuilderMesh, Face)
    MeshValidation.EnsureFacesAreComposedOfContiguousTriangles(ProBuilderMesh, IEnumerable<Face>)
    SurfaceTopology.ToTriangles(ProBuilderMesh, IList<Face>)
    SurfaceTopology.GetWindingOrder(ProBuilderMesh, Face)
    SurfaceTopology.FlipEdge(ProBuilderMesh, Face)
    SurfaceTopology.ConformNormals(ProBuilderMesh, IEnumerable<Face>)
    VertexEditing.MergeVertices(ProBuilderMesh, Int32[], Boolean)
    VertexEditing.SplitVertices(ProBuilderMesh, Edge)
    VertexEditing.SplitVertices(ProBuilderMesh, IEnumerable<Int32>)
    VertexEditing.WeldVertices(ProBuilderMesh, IEnumerable<Int32>, Single)
    In This Article
    • Fields
      • maxVertexCount
    • Properties
      • colors
      • edgeCount
      • faceCount
      • faces
      • indexCount
      • meshSyncState
      • normals
      • positions
      • preserveMeshAssetOnDestroy
      • selectable
      • selectedEdgeCount
      • selectedEdges
      • selectedFaceCount
      • selectedFaceIndexes
      • selectedVertexCount
      • selectedVertices
      • sharedVertices
      • tangents
      • textures
      • triangleCount
      • unwrapParameters
      • userCollisions
      • vertexCount
    • Methods
      • Clear()
      • ClearSelection()
      • CopyFrom(ProBuilderMesh)
      • Create()
      • Create(IEnumerable<Vector3>, IEnumerable<Face>)
      • Create(IList<Vertex>, IList<Face>, IList<SharedVertex>, IList<SharedVertex>, IList<Material>)
      • GetCoincidentVertices(IEnumerable<Int32>)
      • GetCoincidentVertices(IEnumerable<Int32>, List<Int32>)
      • GetCoincidentVertices(IEnumerable<Edge>, List<Int32>)
      • GetCoincidentVertices(IEnumerable<Face>, List<Int32>)
      • GetCoincidentVertices(Int32, List<Int32>)
      • GetColors()
      • GetNormals()
      • GetSelectedFaces()
      • GetTangents()
      • GetUVs(Int32, List<Vector4>)
      • GetVertices(IList<Int32>)
      • HasArrays(MeshArrays)
      • RebuildWithPositionsAndFaces(IEnumerable<Vector3>, IEnumerable<Face>)
      • Refresh(RefreshMask)
      • RefreshUV(IEnumerable<Face>)
      • SetFaceColor(Face, Color)
      • SetMaterial(IEnumerable<Face>, Material)
      • SetSelectedEdges(IEnumerable<Edge>)
      • SetSelectedFaces(IEnumerable<Face>)
      • SetSelectedVertices(IEnumerable<Int32>)
      • SetUVs(Int32, List<Vector4>)
      • SetVertices(IList<Vertex>, Boolean)
      • SetVerticesCoincident(IEnumerable<Int32>)
      • ToMesh(MeshTopology)
    • Events
      • elementSelectionChanged
      • meshWillBeDestroyed
    • Extension Methods
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023