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Question by canahari · Dec 19, 2011 at 04:48 PM · reference

what about references?

Hello!

I am quite experienced in plain c# but not in unity. I don't understand a line in this code (from http://unity3d.com/support/documentation/ScriptReference/Mesh-vertices.html):

 function Update () {
 var mesh : Mesh = GetComponent(MeshFilter).mesh;
 var vertices : Vector3[] = mesh.vertices;
 
 for (var i = 0; i < vertices.Length; i++)
 vertices[i] += Vector3.up * Time.deltaTime;
 
 mesh.vertices = vertices;
 mesh.RecalculateBounds();
 }

Why has the vertices array to be assigned back to mesh.vertices? Is not the vertices a plain reference to mesh.vertices? I'm afraid I'm missing an important point here, could anyone help please?

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avatar image canahari · Dec 19, 2011 at 02:59 PM 0
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I mean, of course this is JS code, but in C# it is has to assigned back too is it right?

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Answer by Eric5h5 · Dec 19, 2011 at 05:49 PM

The mesh has to be uploaded to the graphics card. The graphics card does not access system memory (and, likewise, your code has no access to VRAM).

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avatar image canahari · Dec 19, 2011 at 06:10 PM 0
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Thank you Eric. Do you know of something else that has to be uploaded to the graphics card? Just to be sure :)

avatar image Eric5h5 · Dec 19, 2011 at 06:38 PM 0
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Sorry, I don't quite understand. Textures and meshes have to be uploaded, is that what you mean?

avatar image canahari · Dec 19, 2011 at 08:01 PM 0
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anything that cannot be handled like a reference; but I think you already gave the answer, thanks :)

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Answer by azzogat · Dec 19, 2011 at 05:49 PM

var vertices : Vector3[] = mesh.vertices;

This doesn't look like it's referencing anything really. The overload is probably just an array copy instruction.

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