Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mesh.Clear

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again 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 function Clear(keepVertexLayout: bool = true): void;
public void Clear(bool keepVertexLayout = true);

Parameters

Description

Clears all vertex data and all triangle indices.

You should call this function before rebuilding triangles array.

#pragma strict
// Convert any GameObject into a single triangle
public class meshClear extends MonoBehaviour {
	private var once: boolean = false;
	function Update() {
		if (Time.time > 2.0f) {
			convertMesh();
		}
	}
	function convertMesh() {
		if (once)return ;
		var mesh: Mesh = GetComponent.<MeshFilter>().mesh;
		// Clears all the data that the mesh currently has
		mesh.Clear();
		// create 3 vertices for the triangle
		mesh.vertices = [new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)];
		mesh.uv = [new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)];
		mesh.triangles = [0, 1, 2];
		once = true;
	}
}
// Convert any GameObject into a single triangle

using UnityEngine;

public class meshClear : MonoBehaviour {

private bool once = false;

void Update() { if (Time.time > 2.0f) { convertMesh(); } } void convertMesh() { if (once) return; Mesh mesh = GetComponent<MeshFilter>().mesh; // Clears all the data that the mesh currently has mesh.Clear(); // create 3 vertices for the triangle mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2};

once = true; } }

Default behaviour of this function keeps the existing vertex layout: if the mesh had tangent vectors and vertex colors, for example, then the tangents and colors will be part of mesh data once you fill in new vertex data. If you want to completely clear the mesh and start with an empty vertex layout, pass false for keepVertexLayout parameter. Alternatively, assigning an empty array to any mesh component will also remove it from the vertex layout.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961