mesh | The input mesh. |
meshes | The input meshes. |
MeshDataArray
Returns a MeshDataArray
containing read-only MeshData
structs. See MeshDataArray and MeshData.
Gets a snapshot of Mesh data for read-only access.
When you pass one or more Meshes to Mesh.AcquireReadOnlyMeshData, Unity returns a MeshDataArray of read-only 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.AcquireReadOnlyMeshData and request multiple MeshData
structs in the same MeshDataArray
than it is to make multiple calls to Mesh.AcquireReadOnlyMeshData.
Each MeshData
struct contains a read-only snapshot of data for a given Mesh.
You must dispose of the MeshDataArray
once you have finished working with it. Calling Mesh.AcquireReadOnlyMeshData does not cause any memory allocations or data copies by default, as long as you dispose of the MeshDataArray
before modifying the Mesh. However, if you call Mesh.AcquireReadOnlyMeshData and then modify the Mesh while the MeshDataArray
exists, Unity must copy the MeshDataArray
into a new memory allocation. In addition to this, if you call Mesh.AcquireReadOnlyMeshData and then modify the Mesh, your modifications are not reflected in the MeshData
structs.
Use Dispose to dispose of the MeshDataArray
, or use the C# using
pattern to do this automatically:
using Unity.Collections; using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { var mesh = new Mesh(); mesh.vertices = new[] {Vector3.one, Vector3.zero}; using (var dataArray = Mesh.AcquireReadOnlyMeshData(mesh)) { var data = dataArray[0]; // prints "2" Debug.Log(data.vertexCount); var gotVertices = new NativeArray<Vector3>(mesh.vertexCount, Allocator.TempJob); data.GetVertices(gotVertices); // prints "(1.0, 1.0, 1.0)" and "(0.0, 0.0, 0.0)" foreach (var v in gotVertices) Debug.Log(v); gotVertices.Dispose(); } } }
This method will throw an InvalidOperationException
if isReadable is false
for one or more input meshes. When working in the Unity Editor, use MeshUtility.AcquireReadOnlyMeshData to skip this check.
See Also: MeshDataArray, MeshData, AllocateWritableMeshData, ApplyAndDisposeWritableMeshData.
Did you find this page useful? Please give it a rating: