Version: 2022.3
LanguageEnglish
  • C#

MeshDataArray

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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

Description

An array of Mesh data snapshots for C# Job System access.

Access to most Unity objects is not thread-safe, so in order to efficiently process or create meshes from the C# Job System, use the MeshDataArray and MeshData structs.

You can use Mesh.AcquireReadOnlyMeshData for read-only access to mesh data of multiple meshes, and Mesh.AllocateWritableMeshData together with Mesh.ApplyAndDisposeWritableMeshData for creating new meshes.

A single MeshDataArray struct represents snapshot of mesh data of multiple meshes. Use Length and index operator to access data of an individual Mesh. Memory allocation and C# Job System safety tracking is built into MeshDataArray struct, so that the tracking overhead is minimal when working with multiple meshes at the same time. It is thus much more efficient to use a single MeshDataArray/ struct for multiple meshes, than to operate on several individual structs.

It is important to dispose of a MeshDataArray struct once you have finished working with it. Use Dispose to dispose of the struct when you have finished using it, or use the C# using pattern to do this automatically:

using Unity.Collections;
using UnityEngine;
public class ExampleScript : MonoBehaviour
{
    void Start()
    {
        var mesh = new Mesh();
        mesh.vertices = new[] {Vector3.one, Vector3.zero};
        using (var dataArray = Mesh.AcquireReadOnlyMeshData(mesh))
        {
            var data = dataArray[0];
            // prints "2"
            Debug.Log(data.vertexCount);
            var gotVertices = new NativeArray<Vector3>(mesh.vertexCount, Allocator.TempJob);
            data.GetVertices(gotVertices);
            // prints "(1.0, 1.0, 1.0)" and "(0.0, 0.0, 0.0)"
            foreach (var v in gotVertices)
                Debug.Log(v);
            gotVertices.Dispose();
        }
    }
}

Properties

LengthNumber of Mesh data elements in the MeshDataArray.
this[int]Access MeshDataArray element by an index.

Public Methods

DisposeUse this method to dispose of the MeshDataArray struct.
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