A class that allows you to create or modify meshes.
メッシュは頂点と複数の三角形の配列を含んで作成されています。
Conceptually, all vertex data is stored in separate arrays of the same size. For example, if you have
a mesh of 100 Vertices, and want to have a position, normal and two texture coordinates
for each vertex, then the mesh should have vertices, normals, uv and uv2
arrays, each being 100 in size. Data for i-th vertex is at index "i" in each array.
For every vertex there can be a vertex position, normal, tangent, color and up to 8 texture coordinates.
Texture coordinates most often are 2D data (Vector2), but it is possible to make them
Vector3 or Vector4 if needed. This is most often used for holding arbitrary data in mesh
vertices, for special effects used in shaders. For skinned meshes, the vertex data can also
contain boneWeights.
The mesh face data, i.e. the triangles it is made of, is simply three vertex indices for each triangle.
For example, if the mesh has 10 triangles, then the triangles array should be 30 numbers,
with each number indicating which vertex to use. The first three elements in the triangles array are
the indices for the vertices that make up that triangle; the second three elements make up
another triangle and so on.
Note that while triangle meshes are the most common use case, Unity also supports other
mesh topology types, for example Line or Point meshes. For line meshes, each line
is composed of two vertex indices and so on. See SetIndices and MeshTopology.
Simple vs Advanced Mesh API
The Mesh class has two sets of methods for assigning data to a Mesh from script. The "simple" set of methods provide a basis for setting the indices, triangle, normals, tangents, etc. These methods include validation checks, for example to ensure that you are not passing in data that would include out-of-bounds indices. They represent the standard way to assign Mesh data from script in Unity.
The "simple" methods are: SetColors, SetIndices, SetNormals, SetTangents, SetTriangles, SetUVs, SetVertices, SetBoneWeights.
There is also an "advanced" set of methods, which allow you to directly write to the mesh data with control over whether any checks or validation should be performed. These methods are intended for advanced use cases which require maximum performance. They are faster, but allow you to skip the checks on the data you supply. If you use these methods you must make sure that you are not supplying invalid data, because Unity will not check for you.
The "advanced" methods are: SetVertexBufferParams, SetVertexBufferData, SetIndexBufferParams, SetIndexBufferData, SetSubMesh, and you can use the MeshUpdateFlags to control which checks or validation are performed or omitted. Use AcquireReadOnlyMeshData to take a read-only snapshot of Mesh data that you can use with C# Jobs and Burst, and AllocateWritableMeshData with ApplyAndDisposeWritableMeshData to create Meshes from C# Jobs and Burst.
Manipulating meshes from a script
There are three common tasks that might want to use the Mesh API for:
1. Building a mesh from scratch:
should always be done in the following order:
a) Assign vertices
b) Assign triangles.
using UnityEngine;
public class Example : MonoBehaviour { Vector3[] newVertices; Vector2[] newUV; int[] newTriangles;
void Start() { Mesh mesh = new Mesh(); GetComponent<MeshFilter>().mesh = mesh; mesh.vertices = newVertices; mesh.uv = newUV; mesh.triangles = newTriangles; } }
2. Modifying vertex attributes every frame:
a) Get vertices
b) Modify them
c) Assign them back to the mesh.
using UnityEngine;
public class Example : MonoBehaviour { void Update() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector3[] normals = mesh.normals;
for (var i = 0; i < vertices.Length; i++) { vertices[i] += normals[i] * Mathf.Sin(Time.time); }
mesh.vertices = vertices; } }
3. Continously changing the mesh triangles and vertices:
a) Call Clear to start fresh
b) Assign vertices and other attributes
c) Assign triangle indices.
It is important to call Clear before assigning new vertices or triangles. Unity always checks the supplied triangle indices whether they don't reference out of bounds vertices.
Calling Clear then assigning vertices then triangles makes sure you never have out of bounds data.
using UnityEngine;
public class ExampleClass : MonoBehaviour { Vector3[] newVertices; Vector2[] newUV; int[] newTriangles;
void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
// Do some calculations... mesh.vertices = newVertices; mesh.uv = newUV; mesh.triangles = newTriangles; } }
bindposeCount | The number of bindposes in the Mesh. |
bindposes | バインドポーズ。各インデックスのバインドポーズは同じインデックスのボーンを参照します。 |
blendShapeCount | メッシュの BlendShape 数を返します |
boneWeights | The BoneWeight for each vertex in the Mesh, which represents 4 bones per vertex. |
bounds | The bounding volume of the Mesh. |
colors | メッシュの頂点の色配列 |
colors32 | メッシュの頂点の色配列 |
indexBufferTarget | The intended target usage of the Mesh GPU index buffer. |
indexFormat | Format of the mesh index buffer data. |
isReadable | Returns true if the Mesh is read/write enabled, or false if it is not. |
normals | メッシュの法線 |
skinWeightBufferLayout | The dimension of data in the bone weight buffer. |
subMeshCount | The number of sub-meshes inside the Mesh object. |
tangents | メッシュの接線 |
triangles | メッシュ内のすべての三角形を含む配列 |
uv | The texture coordinates (UVs) in the first channel. |
uv2 | The texture coordinates (UVs) in the second channel. |
uv3 | The texture coordinates (UVs) in the third channel. |
uv4 | The texture coordinates (UVs) in the fourth channel. |
uv5 | The texture coordinates (UVs) in the fifth channel. |
uv6 | The texture coordinates (UVs) in the sixth channel. |
uv7 | The texture coordinates (UVs) in the seventh channel. |
uv8 | The texture coordinates (UVs) in the eighth channel. |
vertexAttributeCount | Returns the number of vertex attributes that the mesh has. (Read Only) |
vertexBufferCount | Gets the number of vertex buffers present in the Mesh. (Read Only) |
vertexBufferTarget | The intended target usage of the Mesh GPU vertex buffer. |
vertexCount | メッシュの頂点の数 (読み取り専用) を返します。 |
vertices | 頂点の位置や、新しい頂点の位置の配列 |
Mesh | 空のメッシュを作成します |
AddBlendShapeFrame | 新しいブレンドシェイプのフレームを追加します |
Clear | すべての頂点データと三角形のインデックスを削除します |
ClearBlendShapes | メッシュからすべてのブレンドシェイプをクリアします |
CombineMeshes | メッシュに複数のメッシュを組み合わせます |
GetAllBoneWeights | Gets the bone weights for the Mesh. |
GetBaseVertex | Gets the base vertex index of the given sub-mesh. |
GetBindposes | Gets the bind poses of the Mesh. |
GetBlendShapeBuffer | Retrieves a GraphicsBuffer that provides direct read and write access to GPU blend shape vertex data. |
GetBlendShapeBufferRange | Get the location of blend shape vertex data for a given blend shape. |
GetBlendShapeFrameCount | ブレンドシェイプのフレーム数を返します |
GetBlendShapeFrameVertices | ブレンドシェイプフレームの deltaTangents、deltaTangents、deltaTangents を取得します |
GetBlendShapeFrameWeight | ブレンドシェイプフレームの重みを返します |
GetBlendShapeIndex | 指定インデックスの BlendShape のインデックスを返します。 |
GetBlendShapeName | 指定インデックスの BlendShape 名を返します |
GetBonesPerVertex | The number of non-zero bone weights for each vertex. |
GetBoneWeightBuffer | Retrieves a GraphicsBuffer that provides direct read and write access to GPU bone weight data. |
GetBoneWeights | Gets the bone weights for the Mesh. |
GetColors | Gets the vertex colors of the Mesh. |
GetIndexBuffer | Retrieves a GraphicsBuffer to the GPU index buffer. |
GetIndexCount | Gets the index count of the given sub-mesh. |
GetIndexStart | Gets the starting index location within the Mesh's index buffer, for the given sub-mesh. |
GetIndices | Fetches the index list for the specified sub-mesh. |
GetNativeIndexBufferPtr | インデックスバッファへのネイティブ (規定のグラフィックス API) ポインターを探します。 |
GetNativeVertexBufferPtr | 頂点バッファを指すネイティブ (基底にあるグラフィックス API) ポインターを捜します。 |
GetNormals | Gets the vertex normals of the Mesh. |
GetSubMesh | Get information about a sub-mesh of the Mesh. |
GetTangents | Gets the tangents of the Mesh. |
GetTopology | Gets the topology of a sub-mesh. |
GetTriangles | Fetches the triangle list for the specified sub-mesh on this object. |
GetUVDistributionMetric | The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera. |
GetUVs | Gets the texture coordinates (UVs) stored in a given channel. |
GetVertexAttribute | Returns information about a vertex attribute based on its index. |
GetVertexAttributeDimension | Get dimension of a specific vertex data attribute on this Mesh. |
GetVertexAttributeFormat | Get format of a specific vertex data attribute on this Mesh. |
GetVertexAttributeOffset | Get offset within a vertex buffer stream of a specific vertex data attribute on this Mesh. |
GetVertexAttributes | Get information about vertex attributes of a Mesh. |
GetVertexAttributeStream | Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh. |
GetVertexBuffer | Retrieves a GraphicsBuffer that provides direct acces to the GPU vertex buffer. |
GetVertexBufferStride | Get vertex buffer stream stride in bytes. |
GetVertices | Gets the vertex positions of the Mesh. |
HasVertexAttribute | Checks if a specific vertex data attribute exists on this Mesh. |
MarkDynamic | 頻繁な更新を行うためにメッシュを最適化します |
MarkModified | Notify Renderer components of mesh geometry change. |
Optimize | Optimizes the Mesh data to improve rendering performance. |
OptimizeIndexBuffers | Optimizes the geometry of the Mesh to improve rendering performance. |
OptimizeReorderVertexBuffer | Optimizes the vertices of the Mesh to improve rendering performance. |
RecalculateBounds | 頂点からメッシュのバウンディングボリュームを再計算します |
RecalculateNormals | 三角形と頂点からメッシュの法線を再計算します |
RecalculateTangents | Recalculates the tangents of the Mesh from the normals and texture coordinates. |
RecalculateUVDistributionMetric | Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates. |
RecalculateUVDistributionMetrics | Recalculates the UV distribution metrics of the Mesh from the vertices and uv coordinates. |
SetBoneWeights | Sets the bone weights for the Mesh. |
SetColors | Set the per-vertex colors of the Mesh. |
SetIndexBufferData | Sets the data of the index buffer of the Mesh. |
SetIndexBufferParams | Sets the index buffer size and format. |
SetIndices | Sets the index buffer for the sub-mesh. |
SetNormals | メッシュの法線を設定します。 |
SetSubMesh | Sets the information about a sub-mesh of the Mesh. |
SetSubMeshes | Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. |
SetTangents | メッシュの接線を設定します。 |
SetTriangles | Sets the triangle list for the sub-mesh. |
SetUVs | Sets the texture coordinates (UVs) stored in a given channel. |
SetVertexBufferData | Sets the data of the vertex buffer of the Mesh. |
SetVertexBufferParams | Sets the vertex buffer size and layout. |
SetVertices | 新しい頂点位置の配列を割り当てます |
UploadMeshData | 以前行ったメッシュの変更をグラフィック API へアップロードします。 |
AcquireReadOnlyMeshData | Gets a snapshot of Mesh data for read-only access. |
AllocateWritableMeshData | Allocates data structures for Mesh creation using C# Jobs. |
ApplyAndDisposeWritableMeshData | Applies data defined in MeshData structs to Mesh objects. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |