Unity mesh indices

Get unlimited access to all video courses and books on this site with the new raywenderlich. Welcome to the world of 3D objects and mesh manipulation!

One of the benefits of using Unity as your game development platform is its powerful 3D engine. So let this tutorial be your starting point. Note : This tutorial is intended for users who are familiar with the Unity editor and have some experience with C programming. You need to have at least Unity You can download the latest version of Unity here. This tutorial uses a custom editor. You can learn more about custom editors at Extending the Unity Editor. Time to start with the basic vocabulary of 3D rendering.

The shape of a 3D object is defined by its mesh. A mesh is like a net of points, or vertices. The invisible lines that connect these vertices form triangleswhich define the basic shape of the object.

unity mesh indices

But in addition to the shape, the engine needs to know how to draw the surface of the object. Finally, a UV Map maps a material to an object, specifying how textures wrap around the shape.

In Unity, there are two primary rendering components: The Mesh Filterwhich stores the mesh data of a model, and the Mesh Rendererwhich combines the mesh data with materials to render the object in the scene. Now that you have the basics covered, download the project using the Download Materials button at the top or bottom of this page, then unpack the files and open the starter project in Unity. Check out the folder structure in the Project view:. In the Scene view, you will see a humble cube:.

Select the Editor folder in the Project view. Scripts in this special folder modify how the Unity editor works; they do not become part of the built game. Open MeshInspector. The first step is to tell Unity what kind of objects that this special editor should draw. Add this attribute on the line above the MeshInspector class declaration:. Now, when any GameObject with the Mesh Study component attached to it is visible in the Scene view, this class will handle drawing it.

Logging a message allows you to see in the console that the custom editor is indeed running. Save the file and return to Unity. Look in the console and make sure your code is running. Then go ahead and remove the Debug. Open MeshStudy. This script inherits from MonoBehaviourso its Start will not run in Edit mode.

When a class has this attribute, its Start will fire in both Play mode and Edit mode. Select Cube in the Hierarchy and look at the Inspector. The Mesh Filter will show a mesh named clone.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. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. 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. 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.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters submesh The sub-mesh index. See subMeshCount. Returns int[] Array with face indices. Description Fetches the index list for the specified sub-mesh.

Parameters indices A list of indices to populate. 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. Publication Date: Implemented in: UnityEngine. 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.

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.

Meshes contain vertex data Positions, Normals, TexCoords etc. Conceptually, all vertex data is stored in separate arrays of the same size. For example, if you have a mesh of Vertices, and want to have a position, normal and two texture coordinates for each vertex, then the mesh should have verticesnormalsuv and uv2 arrays, each being in size.

Data for i-th vertex is at index "i" in each array. For every vertex there can be a vertex position, normal, tangent, color and up to 8 texture coordinates. Texture coordinates most often are 2D data Vector2but it is possible to make them Vector3 or Vector4 if needed. This is most often used for holding arbitrary data in mesh vertices, for special effects used in shaders. For skinned meshes, the vertex data can also contain boneWeights.

32 bit Mesh index buffers: What platforms?

The mesh face data, i. For example, if the mesh has 10 triangles, then the triangles array should be 30 numbers, with each number indicating which vertex to use. The first three elements in the triangles array are the indices for the vertices that make up that triange; the second three elements make up another triangle and so on.

unity mesh indices

Note that while triangle meshes are the most common use case, Unity also supports other mesh topology types, for example Line or Point meshes. For line meshes, each line is composed of two vertex indices and so on. See SetIndices and MeshTopology. The "simple" set of methods provide a basis for setting the indices, triangle, normals, tangents, etc. These methods include validation checks, for example to ensure that you are not passing in data that would include out-of-bounds indices.

They represent the standard way to assign Mesh data from script in Unity. These methods are intended for advanced use cases which require maximum performance.

They are faster, but allow you to skip the checks on the data you supply. If you use these methods you must make sure that you are not supplying invalid data, because Unity will not check for you.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.

For some reason your suggested change could not be submitted.

unity mesh indices

And thank you for taking the time to help us improve the quality of Unity Documentation. 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 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own vertex area. For example, if the index buffer that is passed to SetIndices contains indices 10,11,12 and baseVertex is set tothen effectively verticesand will be used for rendering.

Note that meshes use bit indexFormat by default, i.

Runtime Mesh Manipulation With Unity

In order to use larger index buffer values, you should first set the indexFormat to IndexFormat. 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. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change.

Submission failed For some reason your suggested change could not be submitted. Parameters indices The array of indices that define the mesh faces.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. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. Index buffer can either be 16 bit supports up to vertices in a meshor 32 bit supports up to 4 billion vertices.

Default index format is 16 bit, since that takes less memory and bandwidth. When using 32 bit indices on such a platform, a warning message will be logged and mesh will not render.

Changing indexFormat sets subMeshCount to one and clears the index buffer. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

Version: Language English. Scripting API.

Suggest a change. Submission failed For some reason your suggested change could not be submitted. IndexFormat indexFormat. Publication Date: Read More Business ResponseTravis, we're so glad we were able to help you get your new Tahoe. Thank you for your business and we look forward to seeing you again soon.

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