Version: Unity 6 (6000.0)
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Mesh.SetIndexBufferData

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Declaration

public void SetIndexBufferData(NativeArray<T> data, int dataStart, int meshBufferStart, int count, Rendering.MeshUpdateFlags flags);

Declaration

public void SetIndexBufferData(T[] data, int dataStart, int meshBufferStart, int count, Rendering.MeshUpdateFlags flags);

Declaration

public void SetIndexBufferData(List<T> data, int dataStart, int meshBufferStart, int count, Rendering.MeshUpdateFlags flags);

Parameters

data Index buffer data array.
dataStart The first element in the data to copy from.
meshBufferStart The first element in the mesh index buffer to receive the data.
count Count of indices to copy.
flags Flags controlling the function behavior, see MeshUpdateFlags.

Description

Sets the data of the index buffer of the Mesh.

Note: This method is designed for advanced users aiming for maximum performance because it operates on the underlying mesh data structures that primarily work on raw index buffers, vertex buffers and mesh subset data. Using this method, Unity performs very little data validation, so you must ensure your data is valid.

In particular, you must ensure that the SubMesh index range and topology are updated via SetSubMesh.

By default, the index buffer data array is checked for out-of-bounds indices. flags parameter can be set to MeshUpdateFlags.DontValidateIndices to turn the validation off for performance reasons.

For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see the notes on the Mesh page.

General usage pattern is:

var mesh = new Mesh();

// setup vertex buffer data mesh.vertices = ...;

// set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...);

// setup information about mesh subsets mesh.subMeshCount = ...; mesh.SetSubMesh(index, ...);