Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Graphics.DrawMesh

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

Obsolete public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion): void;
Obsolete public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation);
Obsolete public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, materialIndex: int): void;
Obsolete public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex);
public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, material: Material, layer: int, camera: Camera = null, submeshIndex: int = 0, properties: MaterialPropertyBlock = null, castShadows: bool = true, receiveShadows: bool = true, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera = null, int submeshIndex = 0, MaterialPropertyBlock properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true);
public static function DrawMesh(mesh: Mesh, position: Vector3, rotation: Quaternion, material: Material, layer: int, camera: Camera, submeshIndex: int, properties: MaterialPropertyBlock, castShadows: Rendering.ShadowCastingMode, receiveShadows: bool = true, probeAnchor: Transform = null, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform probeAnchor = null, bool useLightProbes = true);
Obsolete public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4): void;
Obsolete public static void DrawMesh(Mesh mesh, Matrix4x4 matrix);
Obsolete public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, materialIndex: int): void;
Obsolete public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, int materialIndex);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, material: Material, layer: int, camera: Camera = null, submeshIndex: int = 0, properties: MaterialPropertyBlock = null, castShadows: bool = true, receiveShadows: bool = true, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera = null, int submeshIndex = 0, MaterialPropertyBlock properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true);
public static function DrawMesh(mesh: Mesh, matrix: Matrix4x4, material: Material, layer: int, camera: Camera, submeshIndex: int, properties: MaterialPropertyBlock, castShadows: Rendering.ShadowCastingMode, receiveShadows: bool = true, probeAnchor: Transform = null, useLightProbes: bool = true): void;
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform probeAnchor = null, bool useLightProbes = true);

Parameters

mesh The Mesh to draw.
position Position of the mesh.
rotation Rotation of the mesh.
materialIndex Subset of the mesh to draw.
matrix Transformation matrix of the mesh (combines position, rotation and other transformations).
material Material to use.
layer Layer to use.
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 Should the mesh cast shadows?
receiveShadows Should the mesh 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.

Description

Draw a mesh.

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 up them. 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 immediatly 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: MaterialPropertyBlock.

#pragma strict
public var mesh: Mesh;
public var material: Material;
public function Update() {
	// will make the mesh appear in the scene at origin position
	Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0);
}
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); } }
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