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    Struct RenderMesh

    Defines the mesh and rendering properties of an entity.

    Namespace: Unity.Rendering
    Syntax
    [Serializable]
    [MaximumChunkCapacity(128)]
    public struct RenderMesh : ISharedComponentData, IEquatable<RenderMesh>
    Remarks

    Add a RenderMesh component to an entity to define its graphical attributes. The entity must also have a LocalToWorld component from the Unity.Transforms namespace.

    The standard ECS conversion systems add RenderMesh components to entities created from GameObjects that contain UnityEngine.MeshRenderer and UnityEngine.MeshFilter components.

    RenderMesh is a shared component, which means all entities of the same Archetype and same RenderMesh settings are stored together in the same chunks of memory. The rendering system batches the entities together to reduce the number of draw calls.

    Fields

    castShadows

    How shadows are cast.

    Declaration
    public ShadowCastingMode castShadows
    Field Value
    Type Description
    ShadowCastingMode
    Remarks

    See ShadowCastingMode. For entities converted from GameObjects, this value is copied from the Cast Shadows property of the source Mesh Renderer Component.

    layer

    The LayerMask index.

    Declaration
    public int layer
    Field Value
    Type Description
    Int32
    Remarks

    For entities converted from GameObjects, this value is copied from the Layer setting of the source GameObject.

    layerMask

    Declaration
    public uint layerMask
    Field Value
    Type Description
    UInt32

    material

    A reference to a UnityEngine.Material object.

    Declaration
    public Material material
    Field Value
    Type Description
    Material
    Remarks

    For efficient rendering, the material should enable GPU instancing. For entities converted from GameObjects, this value is derived from the Materials array of the source Mesh Renderer Component.

    mesh

    A reference to a UnityEngine.Mesh object.

    Declaration
    public Mesh mesh
    Field Value
    Type Description
    Mesh

    needMotionVectorPass

    Declaration
    public bool needMotionVectorPass
    Field Value
    Type Description
    Boolean

    receiveShadows

    Whether shadows should be cast onto the object.

    Declaration
    public bool receiveShadows
    Field Value
    Type Description
    Boolean
    Remarks

    Progressive Lightmappers only. For entities converted from GameObjects, this value is copied from the Receive Shadows property of the source Mesh Renderer Component.

    subMesh

    The submesh index.

    Declaration
    public int subMesh
    Field Value
    Type Description
    Int32

    Methods

    Equals(RenderMesh)

    Two RenderMesh objects are equal if their respective property values are equal.

    Declaration
    public bool Equals(RenderMesh other)
    Parameters
    Type Name Description
    RenderMesh other

    Another RenderMesh.

    Returns
    Type Description
    Boolean

    True, if the properties of both RenderMeshes are equal.

    GetHashCode()

    A representative hash code.

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    Int32

    A number that is guaranteed to be the same when generated from two objects that are the same.

    Overrides
    ValueType.GetHashCode()
    In This Article
    • Fields
      • castShadows
      • layer
      • layerMask
      • material
      • mesh
      • needMotionVectorPass
      • receiveShadows
      • subMesh
    • Methods
      • Equals(RenderMesh)
      • GetHashCode()
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