Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

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

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 void Clear(bool keepVertexLayout);

Description

Clears all vertex data and all triangle indices.

You should call this function before rebuilding triangles array.

// 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.

Did you find this page useful? Please give it a rating: