Version: 2022.1
LanguageEnglish
  • C#

SubMeshDescriptor.vertexCount

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public int vertexCount;

Description

Number of vertices used by the index buffer of this sub-mesh.

Together with firstVertex, this defines the range of vertices that are possibly used by this sub-mesh. You must set the vertex count so that firstVertex+vertexCount encompasses the whole range of vertices referenced by the index buffer. For example, if the index buffer contains vertex indices 5,6,100, then the firstVertex needs to be 5, while vertexCount needs to be 96 (100-5+1).

These values are important for any CPU-based mesh processing, for example dynamic batching or CPU skinning.

The bounds, firstVertex and vertexCount values are calculated automatically by Mesh.SetSubMesh, unless MeshUpdateFlags.DontRecalculateBounds flag is passed.

See Also: firstVertex.