Mesh.SetIndices & Quads

Using m_Mesh.SetIndices(m_quads, MeshTopology.Quads, 0) and then using m_CanvasRenderer.SetMesh(m_Mesh); produces an unhappy Quad.

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

Sounds like it! Can you file a bug so it does not get forgotten?

It looks like internally we are expecting triangle indicies for the UI. We can fix this easily enough I think.

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.

I am out of town for another day but I’ll file a bug report on this when I get back.