Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Mesh.vertices

Suggest a change

Success!

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.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public Vector3[] vertices;

Description

Returns a copy of the vertex positions or assigns a new vertex positions array.

The number of vertices in the Mesh is changed by assigning a vertex array with a different number of vertices. Note that if you resize the vertex array then all other vertex attributes (normals, colors, tangents, UVs) are automatically resized too. RecalculateBounds is automatically invoked if no vertices have been assigned to the Mesh when setting the vertices.

using UnityEngine;

public class Example : MonoBehaviour { Mesh mesh; Vector3[] vertices; void Start() { mesh = GetComponent<MeshFilter>().mesh; vertices = mesh.vertices; }

void Update() { for (var i = 0; i < vertices.Length; i++) { vertices[i] += Vector3.up * Time.deltaTime; }

// assign the local vertices array into the vertices array of the Mesh. mesh.vertices = vertices; mesh.RecalculateBounds(); } }

Note: To make changes to the vertices it is important to copy the vertices from the Mesh. Once the vertices have been copied and changed the vertices can be reassigned back to the Mesh.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答