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UI Mesh.SetIndices & Quads

Discussion in '5.2 Beta' started by Stephan-B, Jul 4, 2015.

  1. Stephan-B

    Stephan-B

    Joined:
    Feb 23, 2011
    Posts:
    2,269
    Using m_Mesh.SetIndices(m_quads, MeshTopology.Quads, 0) and then using m_CanvasRenderer.SetMesh(m_Mesh); produces an unhappy Quad.

    upload_2015-7-3_18-43-17.png

    The same Mesh data structure is used. Is this a bug?
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Sounds like it! Can you file a bug so it does not get forgotten?
     
  3. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,225
    It looks like internally we are expecting triangle indicies for the UI. We can fix this easily enough I think.
     
  4. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,225
    Can I get a bug report on this? It seems to be working from my code. I want to make sure that it really is.
     
  5. Stephan-B

    Stephan-B

    Joined:
    Feb 23, 2011
    Posts:
    2,269
    I am out of town for another day but I'll file a bug report on this when I get back.