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