Advanced
The offset in the attribute buffer.
The size of the attribute data.
The name of the batcher to use. Must be registered.
The blend mode to be applied.
The color of the element that will be multiplied with the texture color. This is typically represented as a 32-bit integer in RGBA format.
The offset in the index buffer.
The size of the index data.
The indices of the mesh.
Indicates that this element should not be packed as a quad.
The vertex positions of the mesh.
Determines whether the element should be rounded to the nearest pixel.
The texture to be used for rendering.
The topology to be used for rendering.
The transform matrix of the element. This matrix represents the position, scale, rotation, and skew of the element.
The UV coordinates of the mesh.
Represents a batchable mesh element with default batch properties.