Mesh Components

Unity represents geometric regions as triangle meshes. These meshes are used for both rendering and physics calculations. The Wolfram Language allows the conversion of Unity meshes to geometric regions and vice versa.

UnityMesh — represents a mesh

UnityMeshQ — test whether an object is a mesh

Mesh Generation

CreateUnityMesh — create a mesh

DeleteUnityMesh — delete a mesh

Mesh Filter Component

UnityMeshFilter — represents a mesh filter

UnityMeshFilterQ — test whether an object is a mesh filter

CreateUnityMeshFilter — create a mesh filter

DeleteUnityMeshFilter — delete a mesh filter

Mesh Renderer Component

UnityMeshRenderer — represents a mesh renderer

UnityMeshRendererQ — test whether an object is a mesh renderer

CreateUnityMeshRenderer — create a mesh renderer

DeleteUnityMeshRenderer — delete a mesh renderer

Mesh Collider Component

UnityMeshCollider — represents a mesh collider

UnityMeshColliderQ — test whether an object is a mesh collider

CreateUnityMeshCollider — create a mesh collider

DeleteUnityMeshCollider — delete a mesh collider

Text Mesh Component

UnityTextMesh — represents a text mesh

UnityTextMeshQ — test whether an object is a text mesh

CreateUnityTextMesh — create a text mesh

DeleteUnityTextMesh — delete a text mesh

Skinned Mesh Renderer Component

UnitySkinnedMeshRenderer — represents a skinned mesh renderer

UnitySkinnedMeshRendererQ — test whether an object is a skinned mesh renderer

CreateUnitySkinnedMeshRenderer — create a skinned mesh renderer

DeleteUnitySkinnedMeshRenderer — delete a skinned mesh renderer