Unity 2020.2.1, URP 10.2.2
I am drawing meshes with Graphics.DrawMesh() like this, but the drawn meshes are always shown with a “quaternion.identity” rotation no matter what rotation I give them:
void Update()
{
for (int i = _lazers.Count - 1; i >= 0; i--)
{
TestLazer lazer = _lazers[i];
_materialPropertyBlock.SetColor(_shadedColorPropertyId, lazer.Color);
Graphics.DrawMesh(LazerMesh, lazer.pos, lazer.rot, LazerMaterial, 0, null, 0, _materialPropertyBlock);
// Debug
Debug.DrawRay(lazer.pos, lazer.rot * Vector3.forward * 5f, lazer.Color);
}
}
I know for sure that my “lazer.rot” is correct because my “Debug.DrawRay” at the end of the code block displays the correctly-rotated lazer.
Any ideas why my rotation isn’t working with DrawMesh here?