Connects indices in groups of four to form quadrilateral faces.
Use the Quads
topology to construct meshes made of four-sided polygons, where each quad connects four vertices to create a rectangular shape.
Unity often emulates quad topology, which means it converts quad meshes to triangle topology during processing. For better performance and simplicity, use triangle topology directly. Use quads only when you need to, for example if you work with tessellation shaders that operate on quad patches.