UnityEngine.Mesh
class UnityEngine.Mesh
Fields and Properties:
- UnityEngine.Vector2[] uv1
 - UnityEngine.Rendering.IndexFormat indexFormat
 - int vertexBufferCount
 - int blendShapeCount
 - UnityEngine.Matrix4x4[] bindposes
 - bool isReadable
 - int vertexCount
 - int subMeshCount
 - UnityEngine.Bounds bounds
 - UnityEngine.Vector3[] vertices
 - UnityEngine.Vector3[] normals
 - UnityEngine.Vector4[] tangents
 - UnityEngine.Vector2[] uv
 - UnityEngine.Vector2[] uv2
 - UnityEngine.Vector2[] uv3
 - UnityEngine.Vector2[] uv4
 - UnityEngine.Vector2[] uv5
 - UnityEngine.Vector2[] uv6
 - UnityEngine.Vector2[] uv7
 - UnityEngine.Vector2[] uv8
 - UnityEngine.Color[] colors
 - UnityEngine.Color32[] colors32
 - int vertexAttributeCount
 - int[] triangles
 - UnityEngine.BoneWeight[] boneWeights
 
Constructors:
- UnityEngine.Mesh.New()
 
Methods:
- void SetIndexBufferParams(int, UnityEngine.Rendering.IndexFormat)
 - UnityEngine.Rendering.VertexAttributeDescriptor GetVertexAttribute(int)
 - bool HasVertexAttribute(UnityEngine.Rendering.VertexAttribute)
 - int GetVertexAttributeDimension(UnityEngine.Rendering.VertexAttribute)
 - UnityEngine.Rendering.VertexAttributeFormat GetVertexAttributeFormat(UnityEngine.Rendering.VertexAttribute)
 - System.IntPtr GetNativeVertexBufferPtr(int)
 - System.IntPtr GetNativeIndexBufferPtr()
 - void ClearBlendShapes()
 - string GetBlendShapeName(int)
 - int GetBlendShapeIndex(string)
 - int GetBlendShapeFrameCount(int)
 - float GetBlendShapeFrameWeight(int, int)
 - void GetBlendShapeFrameVertices(int, int, UnityEngine.Vector3[], UnityEngine.Vector3[], UnityEngine.Vector3[])
 - void AddBlendShapeFrame(string, float, UnityEngine.Vector3[], UnityEngine.Vector3[], UnityEngine.Vector3[])
 - void SetBoneWeights(
Unity.Collections.NativeArray<byte>,Unity.Collections.NativeArray<UnityEngine.BoneWeight1>) Unity.Collections.NativeArray<UnityEngine.BoneWeight1>GetAllBoneWeights()Unity.Collections.NativeArray<byte>GetBonesPerVertex()- void SetSubMesh(int, UnityEngine.Rendering.SubMeshDescriptor, UnityEngine.Rendering.MeshUpdateFlags)
 - UnityEngine.Rendering.SubMeshDescriptor GetSubMesh(int)
 - void MarkModified()
 - float GetUVDistributionMetric(int)
 - void GetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>, int, int) - void SetVertices(
System.Collections.Generic.List<UnityEngine.Vector3>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetVertices(UnityEngine.Vector3[])
 - void SetVertices(UnityEngine.Vector3[], int, int)
 - void SetVertices(UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void GetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>, int, int) - void SetNormals(
System.Collections.Generic.List<UnityEngine.Vector3>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetNormals(UnityEngine.Vector3[])
 - void SetNormals(UnityEngine.Vector3[], int, int)
 - void SetNormals(UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void GetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>, int, int) - void SetTangents(
System.Collections.Generic.List<UnityEngine.Vector4>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetTangents(UnityEngine.Vector4[])
 - void SetTangents(UnityEngine.Vector4[], int, int)
 - void SetTangents(UnityEngine.Vector4[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void GetColors(
System.Collections.Generic.List<UnityEngine.Color>) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>, int, int) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetColors(UnityEngine.Color[])
 - void SetColors(UnityEngine.Color[], int, int)
 - void SetColors(UnityEngine.Color[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void GetColors(
System.Collections.Generic.List<UnityEngine.Color32>) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>, int, int) - void SetColors(
System.Collections.Generic.List<UnityEngine.Color32>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetColors(UnityEngine.Color32[])
 - void SetColors(UnityEngine.Color32[], int, int)
 - void SetColors(UnityEngine.Color32[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector2>) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector3>) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector4>) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector2>, int, int) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector2>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector3>, int, int) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector3>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector4>, int, int) - void SetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector4>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetUVs(int, UnityEngine.Vector2[])
 - void SetUVs(int, UnityEngine.Vector3[])
 - void SetUVs(int, UnityEngine.Vector4[])
 - void SetUVs(int, UnityEngine.Vector2[], int, int)
 - void SetUVs(int, UnityEngine.Vector2[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void SetUVs(int, UnityEngine.Vector3[], int, int)
 - void SetUVs(int, UnityEngine.Vector3[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void SetUVs(int, UnityEngine.Vector4[], int, int)
 - void SetUVs(int, UnityEngine.Vector4[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void GetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector2>) - void GetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector3>) - void GetUVs(int, 
System.Collections.Generic.List<UnityEngine.Vector4>) - UnityEngine.Rendering.VertexAttributeDescriptor[] GetVertexAttributes()
 - int GetVertexAttributes(UnityEngine.Rendering.VertexAttributeDescriptor[])
 - int GetVertexAttributes(
System.Collections.Generic.List<UnityEngine.Rendering.VertexAttributeDescriptor>) - void SetVertexBufferParams(int, 
Unity.Collections.NativeArray<UnityEngine.Rendering.VertexAttributeDescriptor>) - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(UnityEngine.Mesh)
 - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(UnityEngine.Mesh[])
 - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AcquireReadOnlyMeshData(
System.Collections.Generic.List<UnityEngine.Mesh>) - (static) UnityEngine.Mesh.MeshDataArray UnityEngine.Mesh.AllocateWritableMeshData(int)
 - (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray, UnityEngine.Mesh, UnityEngine.Rendering.MeshUpdateFlags)
 - (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray, UnityEngine.Mesh[], UnityEngine.Rendering.MeshUpdateFlags)
 - (static) void UnityEngine.Mesh.ApplyAndDisposeWritableMeshData(UnityEngine.Mesh.MeshDataArray, 
System.Collections.Generic.List<UnityEngine.Mesh>, UnityEngine.Rendering.MeshUpdateFlags) - int[] GetTriangles(int)
 - int[] GetTriangles(int, bool)
 - void GetTriangles(
System.Collections.Generic.List<int>, int) - void GetTriangles(
System.Collections.Generic.List<int>, int, bool) - void GetTriangles(
System.Collections.Generic.List<ushort>, int, bool) - int[] GetIndices(int)
 - int[] GetIndices(int, bool)
 - void GetIndices(
System.Collections.Generic.List<int>, int) - void GetIndices(
System.Collections.Generic.List<int>, int, bool) - void GetIndices(
System.Collections.Generic.List<ushort>, int, bool) - uint GetIndexStart(int)
 - uint GetIndexCount(int)
 - uint GetBaseVertex(int)
 - void SetTriangles(int[], int)
 - void SetTriangles(int[], int, bool)
 - void SetTriangles(int[], int, bool, int)
 - void SetTriangles(int[], int, int, int, bool, int)
 - void SetTriangles(ushort[], int, bool, int)
 - void SetTriangles(ushort[], int, int, int, bool, int)
 - void SetTriangles(
System.Collections.Generic.List<int>, int) - void SetTriangles(
System.Collections.Generic.List<int>, int, bool) - void SetTriangles(
System.Collections.Generic.List<int>, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<int>, int, int, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<ushort>, int, bool, int) - void SetTriangles(
System.Collections.Generic.List<ushort>, int, int, int, bool, int) - void SetIndices(int[], UnityEngine.MeshTopology, int)
 - void SetIndices(int[], UnityEngine.MeshTopology, int, bool)
 - void SetIndices(int[], UnityEngine.MeshTopology, int, bool, int)
 - void SetIndices(int[], int, int, UnityEngine.MeshTopology, int, bool, int)
 - void SetIndices(ushort[], UnityEngine.MeshTopology, int, bool, int)
 - void SetIndices(ushort[], int, int, UnityEngine.MeshTopology, int, bool, int)
 - void SetIndices(
System.Collections.Generic.List<int>, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<int>, int, int, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<ushort>, UnityEngine.MeshTopology, int, bool, int) - void SetIndices(
System.Collections.Generic.List<ushort>, int, int, UnityEngine.MeshTopology, int, bool, int) - void SetSubMeshes(UnityEngine.Rendering.SubMeshDescriptor[], int, int, UnityEngine.Rendering.MeshUpdateFlags)
 - void SetSubMeshes(UnityEngine.Rendering.SubMeshDescriptor[], UnityEngine.Rendering.MeshUpdateFlags)
 - void SetSubMeshes(
System.Collections.Generic.List<UnityEngine.Rendering.SubMeshDescriptor>, int, int, UnityEngine.Rendering.MeshUpdateFlags) - void SetSubMeshes(
System.Collections.Generic.List<UnityEngine.Rendering.SubMeshDescriptor>, UnityEngine.Rendering.MeshUpdateFlags) - void GetBindposes(
System.Collections.Generic.List<UnityEngine.Matrix4x4>) - void GetBoneWeights(
System.Collections.Generic.List<UnityEngine.BoneWeight>) - void Clear(bool)
 - void Clear()
 - void RecalculateBounds()
 - void RecalculateNormals()
 - void RecalculateTangents()
 - void RecalculateBounds(UnityEngine.Rendering.MeshUpdateFlags)
 - void RecalculateNormals(UnityEngine.Rendering.MeshUpdateFlags)
 - void RecalculateTangents(UnityEngine.Rendering.MeshUpdateFlags)
 - void RecalculateUVDistributionMetric(int, float)
 - void RecalculateUVDistributionMetrics(float)
 - void MarkDynamic()
 - void UploadMeshData(bool)
 - void Optimize()
 - void OptimizeIndexBuffers()
 - void OptimizeReorderVertexBuffer()
 - UnityEngine.MeshTopology GetTopology(int)
 - void CombineMeshes(UnityEngine.CombineInstance[], bool, bool, bool)
 - void CombineMeshes(UnityEngine.CombineInstance[], bool, bool)
 - void CombineMeshes(UnityEngine.CombineInstance[], bool)
 - void CombineMeshes(UnityEngine.CombineInstance[])