mesh | The Mesh to draw. |
position | Position of the mesh. |
rotation | Rotation of the mesh. |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). |
material | Material to use. |
layer | Layer the mesh is drawn on. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
submeshIndex | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
useLightProbes | Should the mesh use light probes? |
probeAnchor | If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. |
lightProbeUsage | LightProbeUsage for the mesh. |
Draw a mesh.
This function is now obsolete. Use Graphics.RenderMesh instead.
DrawMesh draws a mesh for one frame. The mesh will be affected by the lights, can cast and receive shadows and be
affected by Projectors - just like it was part of some game object. It can be drawn for all cameras or just for
some specific camera.
Use DrawMesh in situations where you want to draw large amount of meshes, but don't want the overhead of creating and
managing game objects. Note that DrawMesh does not draw the mesh immediately; it merely "submits" it for rendering. The mesh
will be rendered as part of normal rendering process. If you want to draw a mesh immediately, use Graphics.DrawMeshNow.
Because DrawMesh does not draw mesh immediately, modifying material properties between calls to this function won't make
the meshes pick them up. If you want to draw series of meshes with the same material, but slightly different
properties (e.g. change color of each mesh), use MaterialPropertyBlock parameter.
Note that this call will create some internal resources while the mesh is queued up for rendering. The allocation happens immediately and will be kept around until the end of frame (if the object was queued for all cameras) or until the specified camera renders itself.
See Also: Graphics.RenderMesh, MaterialPropertyBlock.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Mesh mesh; public Material material; public void Update() { // will make the mesh appear in the Scene at origin position Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0); } }