Experimental: This Feature is currently experimental and is subject to change in later major versions.
Mesh Index Count
Menu Path : Operator > Sampling > Mesh Index Count
Menu Path : Operator > Sampling > Skinned Mesh Index Count
The Mesh Index Count Operator allows you to retrieve the number of indices in the geometry of a mesh or skinned mesh renderer.
Operator settings
| Property | Type | Description | 
|---|---|---|
| Source | Enum | (Inspector) Specifies the kind of geometry to sample from. The options are: • Mesh: Samples from a mesh asset. • Skinned Mesh Renderer: Samples from a Skinned Mesh Renderer. | 
Operator properties
| Input | Type | Description | 
|---|---|---|
| Mesh | Mesh | The source mesh asset to sample. This property only appears if you set Source to Mesh | 
| Skinned Mesh Renderer | Skinned Mesh Renderer | The source Skinned Mesh Renderer component to sample. This is a reference to a component within the scene. To assign a Skinned Mesh Renderer to this port, create a Skinned Mesh Renderer property in the Blackboard and expose it. This property only appears if you set Source to Skinned Mesh Renderer | 
| Output | Type | Description | 
|---|---|---|
| Count | UInt | The number of indices in the geometry. If the topology uses a default triangle list, you can divide this value by three to get the number of triangles. | 
Limitations
The Mesh Index Count Operator has the following limitations:
- If a Mesh is not readable, this Operator returns uint.MaxValue. For information on how to make a Mesh readable, see Model import settings
