meshCount | The amount of meshes that will be created. |
MeshDataArray
Returns a MeshDataArray
containing writeable MeshData
structs. See MeshDataArray and MeshData.
Allocates data structures for Mesh creation using C# Jobs.
Use Mesh.AllocateWritableMeshData to obtain a MeshDataArray of writeable MeshData
structs. You can access the resulting MeshDataArray
and MeshData
structs from any thread. Creating a MeshDataArray
has some overhead for memory tracking and safety reasons, so it is more efficient to make a single call to Mesh.AllocateWritableMeshData and request multiple MeshData
structs in the same MeshDataArray
than it is to make multiple calls to Mesh.AllocateWritableMeshData. If you use the override that takes a Mesh or Mesh Array as argument you will be returned a copy of an existing Mesh that can be used on a thread.
You can populate writeable MeshData
structs with data to create new Meshes. Use Mesh.MeshData.SetVertexBufferParams to set the vertex buffer size and layout, and then write to the array returned by Mesh.MeshData.GetVertexData to set the vertices. Use Mesh.MeshData.SetIndexBufferParams to set the index buffer size and format, and then write to the array returned by Mesh.MeshData.GetIndexData to set the indices. Write to Mesh.MeshData.subMeshCount to set the number of sub meshes, and then use Mesh.MeshData.SetSubMesh to set sub mesh data.
When you have populated the writeable MeshData
struct with your data, use Mesh.ApplyAndDisposeWritableMeshData to apply the data to Mesh objects and automatically dispose of the MeshDataArray
.
using UnityEngine; using UnityEngine.Rendering;
[RequireComponent(typeof(MeshFilter))] public class ExampleScript : MonoBehaviour { void Start() { // Allocate mesh data for one mesh. var dataArray = Mesh.AllocateWritableMeshData(1); var data = dataArray[0];
// Tetrahedron vertices with positions and normals. // 4 faces with 3 unique vertices in each -- the faces // don't share the vertices since normals have to be // different for each face. data.SetVertexBufferParams(12, new VertexAttributeDescriptor(VertexAttribute.Position), new VertexAttributeDescriptor(VertexAttribute.Normal, stream:1)); // Four tetrahedron vertex positions: var sqrt075 = Mathf.Sqrt(0.75f); var p0 = new Vector3(0,0,0); var p1 = new Vector3(1,0,0); var p2 = new Vector3(0.5f,0,sqrt075); var p3 = new Vector3(0.5f,sqrt075,sqrt075/3); // The first vertex buffer data stream is just positions; // fill them in. var pos = data.GetVertexData<Vector3>(); pos[0] = p0; pos[1] = p1; pos[2] = p2; pos[3] = p0; pos[4] = p2; pos[5] = p3; pos[6] = p2; pos[7] = p1; pos[8] = p3; pos[9] = p0; pos[10] = p3; pos[11] = p1; // Note: normals will be calculated later in RecalculateNormals.
// Tetrahedron index buffer: 4 triangles, 3 indices per triangle. // All vertices are unique so the index buffer is just a // 0,1,2,...,11 sequence. data.SetIndexBufferParams(12, IndexFormat.UInt16); var ib = data.GetIndexData<ushort>(); for (ushort i = 0; i < ib.Length; ++i) ib[i] = i;
// One sub-mesh with all the indices. data.subMeshCount = 1; data.SetSubMesh(0, new SubMeshDescriptor(0, ib.Length));
// Create the mesh and apply data to it: var mesh = new Mesh(); mesh.name = "Tetrahedron"; Mesh.ApplyAndDisposeWritableMeshData(dataArray, mesh); mesh.RecalculateNormals(); mesh.RecalculateBounds();
GetComponent<MeshFilter>().mesh = mesh; } }
See Also: ApplyAndDisposeWritableMeshData, MeshDataArray, MeshData.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.