Unity3D优化之合并网格

[csharp] view plaincopyprint?在CODE上查看代码片派生到我的代码片
 
using UnityEngine;  
using System.Collections;  
  
public class CombineMeshes : MonoBehaviour  
{  
    void Start()  
    {  
        MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();  
        CombineInstance[] combine = new CombineInstance[meshFilters.Length];  
        int i = 0;  
        while (i < meshFilters.Length)  
        {  
            combine[i].mesh = meshFilters[i].sharedMesh;  
            combine[i].transform = meshFilters[i].transform.localToWorldMatrix;  
            meshFilters[i].gameObject.SetActive(false);  
            i++;  
        }  
  
        transform.GetComponent<MeshFilter>().mesh = new Mesh();  
        transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);  
        transform.gameObject.SetActive(true);  
    }  
}   
 

 

[csharp] view plaincopyprint?在CODE上查看代码片派生到我的代码片
 
using UnityEngine;  
using System.Collections;  
using UnityEditor;  
  
public class EditorTools : MonoBehaviour  
{  
  
    [MenuItem("Tools/Save Combine Mesh")]  
    public static void SaveMesh()  
    {  
        Mesh m = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh;  
        AssetDatabase.CreateAsset(m, "Assets/tmp/cmbMesh.asset");  
        AssetDatabase.SaveAssets();  
    }  
}  

 


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posted @ 2014-05-11 21:44  ing...  阅读(416)  评论(0)    收藏  举报