Version: Unity 6 (6000.0)
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  • C#

Mesh.GetIndices

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Declaration

public int[] GetIndices(int submesh, bool applyBaseVertex = true);

Parameters

submesh The sub-mesh index. See subMeshCount.
applyBaseVertex True (default value) will apply base vertex offset to returned indices.

Returns

int[] Array with face indices.

Description

Fetches the index list for the specified sub-mesh.

Each integer in the returned list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See vertices and GetVertices. The layout of the indices depends on the MeshTopology of the sub-mesh. For example, a triangular mesh will return indices in multiples of three.

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.

Call the method overload with a List parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.

Additional resources: subMeshCount, GetTopology, MeshTopology enum, AcquireReadOnlyMeshData function.


Declaration

public void GetIndices(List<int> indices, int submesh, bool applyBaseVertex = true);

Declaration

public void GetIndices(List<ushort> indices, int submesh, bool applyBaseVertex);

Parameters

indices A list of indices to populate.
submesh The sub-mesh index. See subMeshCount.
applyBaseVertex True (default value) will apply base vertex offset to returned indices.

Description

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.