public void SetColors (Color32[] inColors);
public void SetColors (Color[] inColors);
public void SetColors (List<Color32> inColors);
public void SetColors (List<Color> inColors);
public void SetColors (NativeArray<T> inColors);

Parameters

inColorsPer-vertex colors.

Description

Set the per-vertex colors of the Mesh.

Unity internally stores Mesh data in the format matching the data you supply. For example, if you pass a Color32 array Unity will store each color in 4 bytes (low precision, 0..1 range); whereas if you pass a Color array, Unity stores each color in 16 bytes (full 32 bit float per color channel).

See Also: colors, colors32 properties.


public void SetColors (Color32[] inColors, int start, int length, Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);
public void SetColors (Color[] inColors, int start, int length, Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);
public void SetColors (List<Color32> inColors, int start, int length, Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);
public void SetColors (List<Color> inColors, int start, int length, Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);
public void SetColors (NativeArray<T> inColors, int start, int length, Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);

Parameters

inColorsPer-vertex colors.
startIndex of the first element to take from the input array.
lengthNumber of elements to take from the input array.
flagsFlags controlling the function behavior, see MeshUpdateFlags.

Description

Sets the per-vertex colors of the Mesh, using a part of the input array.

This method behaves as if you called SetColors with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.