Version: 2020.1
LanguageEnglish
  • C#

SubMeshDescriptor.baseVertex

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

public int baseVertex;

Description

Offset that is added to each value in the index buffer, to compute the final vertex index.

You can use the Base vertex to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer values are 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.

See Also: Mesh.SetSubMesh, Mesh.GetSubMesh, Mesh.SetIndexBufferParams, Mesh.SetIndexBufferData.

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