Version: Unity 6 (6000.0)
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Mesh.SetIndices

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Declaration

public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0);

Declaration

public void SetIndices(List<int> indices, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(ushort[] indices, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(List<ushort> indices, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(NativeArray<T> indices, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Parameters

indices The array of indices that define the mesh faces.
topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
submesh The sub-mesh to modify.
calculateBounds Calculate the bounding box of the sub-mesh after setting the indices. Unity does this by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
baseVertex Optional vertex offset that is added to all vertex indices.

Description

Sets the index buffer for the sub-mesh.

A sub-mesh represents a list of triangles (or indices with a different MeshTopology) that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.

SetTriangles and triangles always set the Mesh to be composed of triangle faces. Use SetIndices to create a Mesh composed of lines or points.

The baseVertex argument can be used to achieve meshes that are larger than 65536 vertices while using 16 bit index buffers, as long as each sub-mesh index fits within its own 65535 value range. For example, if the index buffer that is passed to SetIndices contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.

Note that meshes use 16-bit indexFormat by default, i.e. the maximum value supported in the index buffer is 65535 (even when using int[] input data). In order to use larger index buffer values, you should first set the indexFormat to IndexFormat.UInt32.

Call Mesh.RecalculateBounds after updating all sub-meshes if you want to update the Mesh's bounding box.

Additional resources: subMeshCount, MeshTopology, indexFormat.


Declaration

public void SetIndices(int[] indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(List<int> indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(ushort[] indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(List<ushort> indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Declaration

public void SetIndices(NativeArray<T> indices, int indicesStart, int indicesLength, MeshTopology topology, int submesh, bool calculateBounds, int baseVertex);

Parameters

indices The array of indices that define the mesh faces.
indicesStart Index of the first element to take from the input array.
indicesLength Number of elements to take from the input array.
topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
submesh The sub-mesh to modify.
calculateBounds Calculate the bounding box of the sub-mesh after setting the indices. Unity does this by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
baseVertex Optional vertex offset that is added to all vertex indices.

Description

Sets the index buffer of a sub-mesh, using a part of the input array.

This method behaves as if you called SetIndices with an array that is a slice of the whole array, starting at indicesStart index and being of a given indicesLength length. The resulting sub-mesh will have indicesLength amount of vertex indices.