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ClosevertexCount | The number of vertices in the Mesh. |
attributes | Layout of the vertex data -- which attributes are present, their data types and so on. |
Sets the vertex buffer size and layout.
Note: This method is designed for advanced users aiming for maximum performance because it operates on the underlying mesh data structures that primarily work on raw index buffers, vertex buffers and mesh subset data. Using this method, Unity performs very little data validation, so you must ensure your data is valid.
In particular, you must ensure that the index buffer does not contain out-of-bounds indices, and that the SubMesh index range and bounds are
updated via SetSubMesh.
For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see the notes on the Mesh page.
For details on how to specify a mesh attribute layout, see VertexAttributeDescriptor.
using UnityEngine; using UnityEngine.Rendering;
public class Example : MonoBehaviour { void Start() { var mesh = new Mesh(); // specify vertex layout with: // - floating point positions, // - half-precision (FP16) normals with two components, // - low precision (UNorm8) tangents var layout = new[] { new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3), new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float16, 2), new VertexAttributeDescriptor(VertexAttribute.Tangent, VertexAttributeFormat.UNorm8, 4), }; var vertexCount = 10; mesh.SetVertexBufferParams(vertexCount, layout);
// ...later on SetVertexBufferData would be used to set the actual vertex data } }
If the vertex buffer size exceeds the maximum buffer size that the device supports, the method raises an exception. For more information, see SystemInfo.maxGraphicsBufferSize.
Additional resources: SetVertexBufferData, VertexAttributeDescriptor, GetVertexAttributes.
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