[ Web Proxy ]
URL:
Viewing: https://docs.unity3d.com/ScriptReference/Mesh.MeshDataArray.Dispose.html [Back]  [Original]

Unity - Scripting API: Mesh.MeshDataArray.Dispose
Version: Unity 6.5 (6000.5)
    • Supported
    • Legacy
    LanguageEnglish
    • C#

    Mesh.MeshDataArray.Dispose

    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
    Your name Your email Suggestion* Submit suggestion

    Cancel

    Switch to Manual

    Declaration

    public void Dispose();

    Description

    Use this method to dispose of the MeshDataArray struct.

    It is important to dispose of a MeshDataArray struct once you have finished working with it. Modifying a Mesh while a MeshDataArray struct for that Mesh exists results in memory allocations and data copies. Use Dispose to dispose of the MeshDataArray 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))
            {
                // prints "2"
                Debug.Log(dataArray[0].vertexCount);
            }
        }
    }
    

    Additional resources: Mesh.AcquireReadOnlyMeshData.


    Web Proxy Viewer  |  New URL  |  Original Page