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.

Mesh.colors

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 var colors: Color[];
public Color[] colors;

Description

Vertex colors of the Mesh.

If no vertex colors are available, an empty array will be returned.

#pragma strict
// Sets the vertex color to be red at the y=0 and green at y=1.
// (Note that most built-in Shaders don't display vertex colors. Use one that does, such as a Particle Shader, to see vertex colors)
function Start() {
	var mesh: Mesh = GetComponent.<MeshFilter>().mesh;
	var vertices: Vector3[] = mesh.vertices;
	// create new colors array where the colors will be created.
	var colors: Color[] = new Color[vertices.Length];
	for (var i: int = 0; i < vertices.Length; i++)
		colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y);
	// assign the array of colors to the Mesh.
	mesh.colors = colors;
}
// Sets the vertex color to be red at the y=0 and green at y=1.
// (Note that most built-in Shaders don't display vertex colors. Use one that does, such as a Particle Shader, to see vertex colors)

using UnityEngine;

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

// create new colors array where the colors will be created. Color[] colors = new Color[vertices.Length];

for (int i = 0; i < vertices.Length; i++) colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y);

// assign the array of colors to the Mesh. mesh.colors = colors; } }

For performance reasons, consider using colors32 instead. This will avoid byte-to-float conversions in colors, and use less temporary memory.

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