[SOLVED] DrawMesh() not drawing with the correct rotation?

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?

My bad everyone, DrawMesh() works as intended. Was just a dumb mistake on my part

Is it ok that mesh rotates around it’s left down corner? (i work in 2D) How to calculate proper matrix if i want to rotate mesh around center?

UPD: the problem was: i was constract my mesh vertices from 0,0,0 point