public void SetUVs (int channel, Vector2[] uvs);
public void SetUVs (int channel, Vector3[] uvs);
public void SetUVs (int channel, Vector4[] uvs);
public void SetUVs (int channel, List<Vector2> uvs);
public void SetUVs (int channel, List<Vector3> uvs);
public void SetUVs (int channel, List<Vector4> uvs);
public void SetUVs (int channel, NativeArray<T> uvs);

Parámetros

channelThe UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2.
uvsUVs to set for the given index.

Descripción

Sets the UVs of the Mesh.

Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.

See Also: uv, GetUVs.


public void SetUVs (int channel, Vector2[] uvs, int start, int length);
public void SetUVs (int channel, Vector3[] uvs, int start, int length);
public void SetUVs (int channel, Vector4[] uvs, int start, int length);
public void SetUVs (int channel, List<Vector2> uvs, int start, int length);
public void SetUVs (int channel, List<Vector3> uvs, int start, int length);
public void SetUVs (int channel, List<Vector4> uvs, int start, int length);
public void SetUVs (int channel, NativeArray<T> uvs, int start, int length);

Parámetros

channelThe UV channel, in [0..7] range.
uvsUVs to set for the given index.
startIndex of the first element to take from the input array.
lengthNumber of elements to take from the input array.

Descripción

Sets the UVs of the Mesh, using a part of the input array.

This method behaves as if you called SetUVs with an array that is a slice of the whole array, starting at start index and being of a given length. The resulting Mesh has length amount of vertices.