Real quad-based mesh

I am trying to create some REAL Quad-based (don’t ask me why… terrible story…) I set the mesh to be quad-based using the following line

mesh.SetIndices(quadVertices, MeshTopology.Quads, 0);

However, in the wireframe view, I can still see that Unity triangulated my mesh. Anything I can do to prevent that from happening?

Unity (as far as I know) doesn’t support genuine quad based meshes. This is presumably for simplicity and probably compatibility (as many simpler GPUs don’t actually support quads natively).

When you perform a SetIndices as in your example, unity uses your request to calculate triangles from your quads.

So short answer, you can’t really. I won’t ask you why as it sounds like a terrible story, but if its a visualisation thing then you could look into a wire frame shader that explicitly hides centre lines of quads through some means.