Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.


Inherits: Mesh < Resource < RefCounted < Object

Mesh type that provides utility for constructing a surface from arrays.


The ArrayMesh is used to construct a Mesh by specifying the attributes as arrays.

The most basic example is the creation of a single triangle:

var vertices = PackedVector3Array()
vertices.push_back(Vector3(0, 1, 0))
vertices.push_back(Vector3(1, 0, 0))
vertices.push_back(Vector3(0, 0, 1))

# Initialize the ArrayMesh.
var arr_mesh =
var arrays = []
arrays[Mesh.ARRAY_VERTEX] = vertices

# Create the Mesh.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var m =
m.mesh = arr_mesh

The MeshInstance3D is ready to be added to the SceneTree to be shown.

See also ImmediateMesh, MeshDataTool and SurfaceTool for procedural geometry generation.

Note: Godot uses clockwise winding order for front faces of triangle primitive modes.








AABB(0, 0, 0, 0, 0, 0)





add_blend_shape ( StringName name )


add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array[] blend_shapes=[], Dictionary lods={}, BitField<ArrayFormat> flags=0 )


clear_blend_shapes ( )


clear_surfaces ( )


get_blend_shape_count ( ) const


get_blend_shape_name ( int index ) const


lightmap_unwrap ( Transform3D transform, float texel_size )


regen_normal_maps ( )


set_blend_shape_name ( int index, StringName name )


surface_find_by_name ( String name ) const


surface_get_array_index_len ( int surf_idx ) const


surface_get_array_len ( int surf_idx ) const


surface_get_format ( int surf_idx ) const


surface_get_name ( int surf_idx ) const


surface_get_primitive_type ( int surf_idx ) const


surface_set_name ( int surf_idx, String name )


surface_update_attribute_region ( int surf_idx, int offset, PackedByteArray data )


surface_update_skin_region ( int surf_idx, int offset, PackedByteArray data )


surface_update_vertex_region ( int surf_idx, int offset, PackedByteArray data )

Property Descriptions

BlendShapeMode blend_shape_mode = 1

Sets the blend shape mode to one of BlendShapeMode.

AABB custom_aabb = AABB(0, 0, 0, 0, 0, 0)

  • void set_custom_aabb ( AABB value )

  • AABB get_custom_aabb ( )

Overrides the AABB with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.

ArrayMesh shadow_mesh

An optional mesh which is used for rendering shadows and can be used for the depth prepass. Can be used to increase performance of shadow rendering by using a mesh that only contains vertex position data (without normals, UVs, colors, etc.).

Method Descriptions

void add_blend_shape ( StringName name )

Adds name for a blend shape that will be added with add_surface_from_arrays. Must be called before surface is added.

void add_surface_from_arrays ( PrimitiveType primitive, Array arrays, Array[] blend_shapes=[], Dictionary lods={}, BitField<ArrayFormat> flags=0 )

Creates a new surface. Mesh.get_surface_count will become the surf_idx for this new surface.

Surfaces are created to be rendered using a primitive, which may be any of the values defined in PrimitiveType.

The arrays argument is an array of arrays. Each of the Mesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member of ArrayType or null if it is not used by the surface. For example, arrays[0] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for Mesh.ARRAY_INDEX if it is used.

The blend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays, but Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL, and Mesh.ARRAY_TANGENT are set if and only if they are set in arrays and all other entries are null.

The lods argument is a dictionary with float keys and PackedInt32Array values. Each entry in the dictionary represents a LOD level of the surface, where the value is the Mesh.ARRAY_INDEX array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.

The flags argument is the bitwise or of, as required: One value of ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.

Note: When using indices, it is recommended to only use points, lines, or triangles.

void clear_blend_shapes ( )

Removes all blend shapes from this ArrayMesh.

void clear_surfaces ( )

Removes all surfaces from this ArrayMesh.

int get_blend_shape_count ( ) const

Returns the number of blend shapes that the ArrayMesh holds.

StringName get_blend_shape_name ( int index ) const

Returns the name of the blend shape at this index.

Error lightmap_unwrap ( Transform3D transform, float texel_size )

Performs a UV unwrap on the ArrayMesh to prepare the mesh for lightmapping.

void regen_normal_maps ( )

Regenerates tangents for each of the ArrayMesh's surfaces.

void set_blend_shape_name (